This document provides an overview of the history and development of wearable computing. It discusses early explorations from the 1960s through commercial uses in the 1990s. Key developments include the MIT Media Lab's work in wearables starting in 1993. Commercial products launched in the late 1990s, including devices from Xybernaut, VIA, and Symbol. More recent generations of wearables target both niche markets like skiing and broader consumer markets like Google Glass. The document covers topics like wearable attributes, enabling technologies, prototype applications, and experience design considerations for wearables.
Workshop talk by Mark Billinghurst at the AWE Asia 2015 conference on October 17h 2015. This workshop gives an overview of design guidelines and tool for designing wearable interfaces.
Lecture 9 from a course on Mobile Based Augmented Reality Development taught by Mark Billinghurst and Zi Siang See on November 29th and 30th 2015 at Johor Bahru in Malaysia. This lecture describes principles for effective Interface Design for Mobile AR applications. Look for the other 9 lectures in the course.
Keynote speech given by Mark Billinghurst at the CHIuXiD conference in Jakarta, Indonesia on April 14th 2016. This talk describes the research area of Empathic Computing and examples from research projects in this area.
CHI 2015: The Glass Class - Designing Wearable InterfacesMark Billinghurst
Course given by Mark Billinghurst, Thad Starner and Claire Lee on how to design wearable interfaces for head mounted and wrist worn computers. The course was a three hour class taught on April 22nd as part of the CHI 2015 conference in Korea.
A short course on rapid prototyping for head mounted wearable computers, taught at the AWE 2015 conference on June 8th 2015 by Mark Billinghurst. The course presents some interface design guidelines for developing head mounted wearable interfaces, and prototyping tools that can be used to develop interactive versions of the interfaces.
Lecture on Interaction Design Prototyping and Evaluation taught by Mark Billinghurst as part of the COMP 4026 Advanced HCI class at the University of South Australia. Taught on August 11th 2016.
Workshop talk by Mark Billinghurst at the AWE Asia 2015 conference on October 17h 2015. This workshop gives an overview of design guidelines and tool for designing wearable interfaces.
Lecture 9 from a course on Mobile Based Augmented Reality Development taught by Mark Billinghurst and Zi Siang See on November 29th and 30th 2015 at Johor Bahru in Malaysia. This lecture describes principles for effective Interface Design for Mobile AR applications. Look for the other 9 lectures in the course.
Keynote speech given by Mark Billinghurst at the CHIuXiD conference in Jakarta, Indonesia on April 14th 2016. This talk describes the research area of Empathic Computing and examples from research projects in this area.
CHI 2015: The Glass Class - Designing Wearable InterfacesMark Billinghurst
Course given by Mark Billinghurst, Thad Starner and Claire Lee on how to design wearable interfaces for head mounted and wrist worn computers. The course was a three hour class taught on April 22nd as part of the CHI 2015 conference in Korea.
A short course on rapid prototyping for head mounted wearable computers, taught at the AWE 2015 conference on June 8th 2015 by Mark Billinghurst. The course presents some interface design guidelines for developing head mounted wearable interfaces, and prototyping tools that can be used to develop interactive versions of the interfaces.
Lecture on Interaction Design Prototyping and Evaluation taught by Mark Billinghurst as part of the COMP 4026 Advanced HCI class at the University of South Australia. Taught on August 11th 2016.
COMP 4010 Lecture12 - Research Directions in AR and VRMark Billinghurst
COMP 4010 lecture on research directions in AR and VR, taught by Mark Billinghurst on November 2nd 2017 at the University of South Australia. This is the final lecture in the 2017 COMP 4010 course on AR and VR
Lecture 2 of the COMP 4010 class on AR/VR. This lecture is about the human perception system. This lecture was given on August 3rd 2021 by Mark Billinghurst from the University of South Australia.
Keynote speech given by Mark Billinghurst at the QCon 2018 conference on April 22nd in Beijing, China. The talk identified important future research directions for Augmented Reality.
Lecture 10 from a course on Mobile Based Augmented Reality Development taught by Mark Billinghurst and Zi Siang See on November 29th and 30th 2015 at Johor Bahru in Malaysia. This lecture provides an overview of research directions in Mobile AR. Look for the other 9 lectures in the course.
COMP 4026 - Lecture 1. An introduction to HCI and Interaction Design. Taught by Mark Billinghurst at the University of South Australia on July 24th 2018.
COMP4010 Lecture 5 taught by Bruce Thomas at University of South Australia on August 24th 2017. This class was about using Interaction Design techniques for developing effective VR interfaces. Slides by Mark Billinghurst.
Lecture on AR Interaction Techniques given by Mark Billinghurst on November 1st 2016 at the University of South Australia as part of the COMP 4010 course on VR.
Lecture 3 from a course on Mobile Based Augmented Reality Development taught by Mark Billinghurst and Zi Siang See on November 29th and 30th 2015 at Johor Bahru in Malaysia. This lecture provides an introduction to prototyping for Mobile AR. Look for the other 9 lectures in the course.
COMP 4010 Lecture 5 on Interaction Design for Virtual Reality. Taught by Gun Lee on August 21st 2018 at the University of South Australia. Slides by Mark Billinghurst
AR101 Lecture - Introduction to Augmented Reality. Lecture providing an introduction to AR, the history of AR and some example applications. Presented by Mark Billinghurst at the AR101 summer school at the ISMAR 2016 conference, September 18th 2016.
Presentation given by Mark Billinghurst on research into Empathic Glasses. Combining Augmented Reality, Wearable Computers, Emotion Sensing and Remote Collaboration. Given on February 18th 2016.
First lecture from the MHIT 603 masters course at the University of Canterbury. The course teaches about Design and Prototyping of Interactive Experiences. This lecture provides an introduction to Interaction Design. Taught by Mark Billinghurst, July 14th 2014
Talk on Rapid Prototyping for Augmented Reality, given by Mark Billinghurst on April 5th 2016. Given to students at Stanford University's Augmented Reality class
My session from http://uxaustralia.com.au August 2017
It feels like Virtual Reality is everywhere you look this year. For a technology that is over 55 years in the making, it seems like it’s taken a long time to become an “overnight success”. What is really driving this buzz and is it deserving of the hype?
The context will be set as to why a perfect storm of Mixed Reality (including Augmented and Virtual Reality), Machine Learning and Artificial Intelligence are set to drive the next computing paradigm, much like mobile has done for the last 15-20 years, and the PC before that.
What are the key components to these technologies that you will start using to solve design problems? How can you implement them in ways that create a frictionless, seamless experience for people across multiple devices (not just AR and VR goggles)? And what are the real world constraints that you need to keep in mind?
Lecture on Advanced Human Computer Interaction given by Mark Billinghurst on July 28th 2016. This is the first lecture in the COMP 4026 Advanced HCI course.
Did a crash course in User Experience for participants at the iCube Innovation startup bootcamp. Credit to Mark Billinghurst and Aga Szostek for their knowledge (and slides).
Lecture 7 from the COMP 4010 class on AR and VR. This lecture was about Designing AR systems. It was taught on September 7th 2021 by Mark Billinghurst from the University of South Australia.
COMP 4010 Course on Virtual and Augmented Reality. Lectures for 2017. Lecture 3: VR Input and Systems. Taught by Bruce Thomas on August 10th 2017 at the University of South Australia. Slides by Mark Billinghurst
How Technology and Ergonomics Work For and Against One Another - Guy OsmondCardinus Risk Management
Guy Osmond provides an overview of posture-related product and technology developments over more than twenty years and discusses the way employers have approached their workplace
ergonomics agendas.
He outlines the dramatic changes to the workplace in recent years, the challenges these create and the effectiveness of modern ergonomics programmes in this evolving context. Finally, he gives a view on possible future developments and interventions, paying particular attention to agile working practices, handheld devices and wearable technology.
This presentation was delivered by Guy Osmond of Osmond Ergonomics at Cardinus' Ergonomics Forum at the Churchill War Rooms in London, June 2016.
COMP 4010 Lecture12 - Research Directions in AR and VRMark Billinghurst
COMP 4010 lecture on research directions in AR and VR, taught by Mark Billinghurst on November 2nd 2017 at the University of South Australia. This is the final lecture in the 2017 COMP 4010 course on AR and VR
Lecture 2 of the COMP 4010 class on AR/VR. This lecture is about the human perception system. This lecture was given on August 3rd 2021 by Mark Billinghurst from the University of South Australia.
Keynote speech given by Mark Billinghurst at the QCon 2018 conference on April 22nd in Beijing, China. The talk identified important future research directions for Augmented Reality.
Lecture 10 from a course on Mobile Based Augmented Reality Development taught by Mark Billinghurst and Zi Siang See on November 29th and 30th 2015 at Johor Bahru in Malaysia. This lecture provides an overview of research directions in Mobile AR. Look for the other 9 lectures in the course.
COMP 4026 - Lecture 1. An introduction to HCI and Interaction Design. Taught by Mark Billinghurst at the University of South Australia on July 24th 2018.
COMP4010 Lecture 5 taught by Bruce Thomas at University of South Australia on August 24th 2017. This class was about using Interaction Design techniques for developing effective VR interfaces. Slides by Mark Billinghurst.
Lecture on AR Interaction Techniques given by Mark Billinghurst on November 1st 2016 at the University of South Australia as part of the COMP 4010 course on VR.
Lecture 3 from a course on Mobile Based Augmented Reality Development taught by Mark Billinghurst and Zi Siang See on November 29th and 30th 2015 at Johor Bahru in Malaysia. This lecture provides an introduction to prototyping for Mobile AR. Look for the other 9 lectures in the course.
COMP 4010 Lecture 5 on Interaction Design for Virtual Reality. Taught by Gun Lee on August 21st 2018 at the University of South Australia. Slides by Mark Billinghurst
AR101 Lecture - Introduction to Augmented Reality. Lecture providing an introduction to AR, the history of AR and some example applications. Presented by Mark Billinghurst at the AR101 summer school at the ISMAR 2016 conference, September 18th 2016.
Presentation given by Mark Billinghurst on research into Empathic Glasses. Combining Augmented Reality, Wearable Computers, Emotion Sensing and Remote Collaboration. Given on February 18th 2016.
First lecture from the MHIT 603 masters course at the University of Canterbury. The course teaches about Design and Prototyping of Interactive Experiences. This lecture provides an introduction to Interaction Design. Taught by Mark Billinghurst, July 14th 2014
Talk on Rapid Prototyping for Augmented Reality, given by Mark Billinghurst on April 5th 2016. Given to students at Stanford University's Augmented Reality class
My session from http://uxaustralia.com.au August 2017
It feels like Virtual Reality is everywhere you look this year. For a technology that is over 55 years in the making, it seems like it’s taken a long time to become an “overnight success”. What is really driving this buzz and is it deserving of the hype?
The context will be set as to why a perfect storm of Mixed Reality (including Augmented and Virtual Reality), Machine Learning and Artificial Intelligence are set to drive the next computing paradigm, much like mobile has done for the last 15-20 years, and the PC before that.
What are the key components to these technologies that you will start using to solve design problems? How can you implement them in ways that create a frictionless, seamless experience for people across multiple devices (not just AR and VR goggles)? And what are the real world constraints that you need to keep in mind?
Lecture on Advanced Human Computer Interaction given by Mark Billinghurst on July 28th 2016. This is the first lecture in the COMP 4026 Advanced HCI course.
Did a crash course in User Experience for participants at the iCube Innovation startup bootcamp. Credit to Mark Billinghurst and Aga Szostek for their knowledge (and slides).
Lecture 7 from the COMP 4010 class on AR and VR. This lecture was about Designing AR systems. It was taught on September 7th 2021 by Mark Billinghurst from the University of South Australia.
COMP 4010 Course on Virtual and Augmented Reality. Lectures for 2017. Lecture 3: VR Input and Systems. Taught by Bruce Thomas on August 10th 2017 at the University of South Australia. Slides by Mark Billinghurst
How Technology and Ergonomics Work For and Against One Another - Guy OsmondCardinus Risk Management
Guy Osmond provides an overview of posture-related product and technology developments over more than twenty years and discusses the way employers have approached their workplace
ergonomics agendas.
He outlines the dramatic changes to the workplace in recent years, the challenges these create and the effectiveness of modern ergonomics programmes in this evolving context. Finally, he gives a view on possible future developments and interventions, paying particular attention to agile working practices, handheld devices and wearable technology.
This presentation was delivered by Guy Osmond of Osmond Ergonomics at Cardinus' Ergonomics Forum at the Churchill War Rooms in London, June 2016.
Wearable Computing: Healthcare, Human Factors and PrivacyVivian Motti
Lecture presented at the Catholic University of Arequipa in Peru on March 28th, 2016. 'Avances de la Ingeniería Biomedical y las ciencias de las tecnologias de información en el desarrollo de dispositivos "wearables".
Smart Wearables or Dumb Wearables? Understanding how Context Impacts the UX i...Vivian Motti
Slides presented at SigDoc 2016, on September 24th. This study highlights the problems users face in the interaction with wrist-worn wearables especially concerning contextual factors and severity ratings.
COMP 4026 Lecture 6 on Wearable Computing and methods for rapid prototyping for Google Glass. Taught by Mark Billinghurst from the University of South Australian on September 1st 2016.
Siggraph 2014: The Glass Class - Designing Wearable InterfacesMark Billinghurst
Course on Designing Wearable interfaces taught by Mark Billinghurst at Siggraph 2014. Presented on August 10th, 2014 from 10:45am - 12:15pm. The course focuses mainly on design guidelines and tools for rapid prototyping for Google Glass.
AWE 2014 - The Glass Class: Designing Wearable InterfacesMark Billinghurst
Tutorial taught at the AWE 2014 conference, by Mark Billinghurst and Rob Lindeman on May 27th 2014. It provides an overview of how to design interfaces for wearable computers, such as Google Glass.
This was a course taught at the CHI 2014 conference on May 1st by Mark Billinghurst (HIT Lab NZ) and Hayes Raffle (Google). It teaches the fundamentals of designing wearable interfaces.
A presentation given by Mark Billinghurst on April 21st 2015 at the CHI 2015 conference. This talk presents highlights from the journal paper:
M. Billinghurst, A. Clark, and G. Lee. A Survey
of Augmented Reality, Foundations and
Trends in Human-Computer Interaction.
Vol. 8, No. 1 (2015) 1–202, 2015
Available at :http://www.nowpublishers.com/article/Details/HCI-049
Designing UI and UX for Interactive Virtual Reality AppsrapidBizApps
Learn how fantastic virtual reality experiences can be built with enhanced vertigo ergonomics, spectacular interactions and eliminating simulator sickness.
--
With the advancement in hardware and software available in the market for virtual reality, designing interactive user experiences optimized for various devices is a challenge. This eBook introduces you to various hardware and accessories available today for experiencing virtual reality. The book also explains the nuances of building user experiences for each with a case in point.
Lecture 2 in the 2022 COMP 4010 Lecture series on AR/VR and XR. This lecture is about human perception for AR/VR/XR experiences. This was taught by Mark Billinghurst at the University of South Australia in 2022.
Wearable Computing and Human Computer InterfacesJeffrey Funk
These slides discuss how improvements in ICs, MEMS, cameras, and other electronic components are making wearable computing and new forms of human-computer interfaces economically feasible. Improvements in digital signal processing ICs and MEMS-based microphones are rapidly improving the technical and economical feasibility of voice-recognition based interfaces. Improvements in 2D and 3D image sensors (e.g., camera ICs) are rapidly improving the technical and economical feasibility of gesture-based interfaces, augmented reality, and virtual reality. Improvements in ICs, MEMS, displays and other components are rapidly making many forms of wearable computing economically feasible; these include many forms of head, arm, torso, and leg-mounted displays. Improvements in the materials for both non-invasive and invasive brain scans are rapidly improving the technical and economical feasibility of neural interfaces.
Struggling to understand the differences between competing touch technologies? Decoding Touch Technology is an insider's guide to the top ten touch screen technologies in the market today. Written by industry leader, Touch International, this guide answers questions like "why should I choose this technology?" and "how does it work?".
The first lecture from the Augmented Reality Summer School talk by Mark Billinghurst at the University of South Australia, February 15th - 19th, 2016. This provides an introduction to Augmented Reality and overview of the history.
Pre-Conference Course: Wearables Workshop: UX Essentials - Phillip LikensUXPA International
Let's go zero to wireframe with wearables!
Wearables can be tough to understand and design for, especially if you don’t have experience with the hardware. In one evening we’ll get you up to speed on wearable technology. We’ll talk about two trends, context and continuity, and focus on how those trends will impact the user experience of screen-based wearables. Then we’ll spend the rest of our time getting hands-on by wire framing a smart watch app.
In this workshop we will:
Explore the world of wearables, and hone in on smart watches.
Explore the challenges that come along with screen-based wearables - specifically context and continuity.
Get hands-on with smart watches - wireframing a smart watch app with feedback and discussion.
You’ll leave this workshop with the skill and knowledge you need to get started designing the UX for smart watches.
Keynote talk by Mark Billinghurst at the 9th XR-Metaverse conference in Busan, South Korea. The talk was given on May 20th, 2024. It talks about progress on achieving the Metaverse vision laid out in Neil Stephenson's book, Snowcrash.
These are slides from the Defence Industry event orgranized by the Australian Research Centre for Interactive and Virtual Environments (IVE). This was held on April 18th 2024, and showcased IVE research capabilities to the South Australian Defence industry.
This is a guest lecture given by Mark Billinghurst at the University of Sydney on March 27th 2024. It discusses some future research directions for Augmented Reality.
Presentation given by Mark Billinghurst at the 2024 XR Spring Summer School on March 7 2024. This lecture talks about different evaluation methods that can be used for Social XR/AR/VR experiences.
Empathic Computing: Delivering the Potential of the MetaverseMark Billinghurst
Invited guest lecture by Mark Billingurust given at the MIT Media Laboratory on November 21st 2023. This was given as part of Professor Hiroshi Ishii's class on Tangible Media
Talk to Me: Using Virtual Avatars to Improve Remote CollaborationMark Billinghurst
A talk given by Mark Billinging in the CLIPE workshop in Tubingen, Germant on April 27th 2023. This talk describes how virtual avatars can be used to support remote collaboration.
Empathic Computing: Designing for the Broader MetaverseMark Billinghurst
Keynote talk given by Mark Billinghurst at the CHI 2023 Workshop on Towards and Inclusive and Accessible Metaverse. The talk was given on April 23rd 2023.
Lecture 6 of the COMP 4010 course on AR/VR. This lecture is about designing AR systems. This was taught by Mark Billinghurst at the University of South Australia on September 1st 2022.
Keynote speech given by Mark Billinghurst at the ISS 2022 conference. Presented on November 22nd, 2022. This keynote outlines some research opportunities in the Metaverse.
Lecture 5 in the 2022 COMP 4010 lecture series. This lecture is about AR prototyping tools and techniques. The lecture was given by Mark Billinghurst from University of South Australia in 2022.
Lecture 4 in the 2022 COMP 4010 lecture series on AR/VR. This lecture is about AR Interaction techniques. This was taught by Mark Billinghurst at the University of South Australia in 2022.
Lecture 3 in the 2022 COMP 4010 lecture series on AR/VR. This lecture provides an introduction for AR Technology. This was taught by Mark Billinghurst at the University of South Australia in 2022.
Lecture 1 for the 2022 COMP 4010 course on AR and VR. This course was taught by Mark Billinghurst at the University of South Australia in 2022. This lecture provides an introduction to AR, VR and XR.
Empathic Computing and Collaborative Immersive AnalyticsMark Billinghurst
Short talk by Mark Billinghurst on Empathic Computing and Collaborative Immersive Analytics, presented on July 28th 2022 at the Siggraph 2022 conference.
Lecture given by Mark Billinghurst on June 18th 2022 about how the Metaverse can be used for corporate training. In particular how combining AR, VR and other Metaverse elements can be used to provide new types of learning experiences.
Empathic Computing: Developing for the Whole MetaverseMark Billinghurst
A keynote speech given by Mark Billinghurst at the Centre for Design and New Media at IIIT-Delhi. Given on June 16th 2022. This presentation is about how Empathic Computing can be used to develop for the entre range of the Metaverse.
Epistemic Interaction - tuning interfaces to provide information for AI supportAlan Dix
Paper presented at SYNERGY workshop at AVI 2024, Genoa, Italy. 3rd June 2024
https://alandix.com/academic/papers/synergy2024-epistemic/
As machine learning integrates deeper into human-computer interactions, the concept of epistemic interaction emerges, aiming to refine these interactions to enhance system adaptability. This approach encourages minor, intentional adjustments in user behaviour to enrich the data available for system learning. This paper introduces epistemic interaction within the context of human-system communication, illustrating how deliberate interaction design can improve system understanding and adaptation. Through concrete examples, we demonstrate the potential of epistemic interaction to significantly advance human-computer interaction by leveraging intuitive human communication strategies to inform system design and functionality, offering a novel pathway for enriching user-system engagements.
In his public lecture, Christian Timmerer provides insights into the fascinating history of video streaming, starting from its humble beginnings before YouTube to the groundbreaking technologies that now dominate platforms like Netflix and ORF ON. Timmerer also presents provocative contributions of his own that have significantly influenced the industry. He concludes by looking at future challenges and invites the audience to join in a discussion.
UiPath Test Automation using UiPath Test Suite series, part 5DianaGray10
Welcome to UiPath Test Automation using UiPath Test Suite series part 5. In this session, we will cover CI/CD with devops.
Topics covered:
CI/CD with in UiPath
End-to-end overview of CI/CD pipeline with Azure devops
Speaker:
Lyndsey Byblow, Test Suite Sales Engineer @ UiPath, Inc.
LF Energy Webinar: Electrical Grid Modelling and Simulation Through PowSyBl -...DanBrown980551
Do you want to learn how to model and simulate an electrical network from scratch in under an hour?
Then welcome to this PowSyBl workshop, hosted by Rte, the French Transmission System Operator (TSO)!
During the webinar, you will discover the PowSyBl ecosystem as well as handle and study an electrical network through an interactive Python notebook.
PowSyBl is an open source project hosted by LF Energy, which offers a comprehensive set of features for electrical grid modelling and simulation. Among other advanced features, PowSyBl provides:
- A fully editable and extendable library for grid component modelling;
- Visualization tools to display your network;
- Grid simulation tools, such as power flows, security analyses (with or without remedial actions) and sensitivity analyses;
The framework is mostly written in Java, with a Python binding so that Python developers can access PowSyBl functionalities as well.
What you will learn during the webinar:
- For beginners: discover PowSyBl's functionalities through a quick general presentation and the notebook, without needing any expert coding skills;
- For advanced developers: master the skills to efficiently apply PowSyBl functionalities to your real-world scenarios.
Essentials of Automations: The Art of Triggers and Actions in FMESafe Software
In this second installment of our Essentials of Automations webinar series, we’ll explore the landscape of triggers and actions, guiding you through the nuances of authoring and adapting workspaces for seamless automations. Gain an understanding of the full spectrum of triggers and actions available in FME, empowering you to enhance your workspaces for efficient automation.
We’ll kick things off by showcasing the most commonly used event-based triggers, introducing you to various automation workflows like manual triggers, schedules, directory watchers, and more. Plus, see how these elements play out in real scenarios.
Whether you’re tweaking your current setup or building from the ground up, this session will arm you with the tools and insights needed to transform your FME usage into a powerhouse of productivity. Join us to discover effective strategies that simplify complex processes, enhancing your productivity and transforming your data management practices with FME. Let’s turn complexity into clarity and make your workspaces work wonders!
Alt. GDG Cloud Southlake #33: Boule & Rebala: Effective AppSec in SDLC using ...James Anderson
Effective Application Security in Software Delivery lifecycle using Deployment Firewall and DBOM
The modern software delivery process (or the CI/CD process) includes many tools, distributed teams, open-source code, and cloud platforms. Constant focus on speed to release software to market, along with the traditional slow and manual security checks has caused gaps in continuous security as an important piece in the software supply chain. Today organizations feel more susceptible to external and internal cyber threats due to the vast attack surface in their applications supply chain and the lack of end-to-end governance and risk management.
The software team must secure its software delivery process to avoid vulnerability and security breaches. This needs to be achieved with existing tool chains and without extensive rework of the delivery processes. This talk will present strategies and techniques for providing visibility into the true risk of the existing vulnerabilities, preventing the introduction of security issues in the software, resolving vulnerabilities in production environments quickly, and capturing the deployment bill of materials (DBOM).
Speakers:
Bob Boule
Robert Boule is a technology enthusiast with PASSION for technology and making things work along with a knack for helping others understand how things work. He comes with around 20 years of solution engineering experience in application security, software continuous delivery, and SaaS platforms. He is known for his dynamic presentations in CI/CD and application security integrated in software delivery lifecycle.
Gopinath Rebala
Gopinath Rebala is the CTO of OpsMx, where he has overall responsibility for the machine learning and data processing architectures for Secure Software Delivery. Gopi also has a strong connection with our customers, leading design and architecture for strategic implementations. Gopi is a frequent speaker and well-known leader in continuous delivery and integrating security into software delivery.
Threats to mobile devices are more prevalent and increasing in scope and complexity. Users of mobile devices desire to take full advantage of the features
available on those devices, but many of the features provide convenience and capability but sacrifice security. This best practices guide outlines steps the users can take to better protect personal devices and information.
Encryption in Microsoft 365 - ExpertsLive Netherlands 2024Albert Hoitingh
In this session I delve into the encryption technology used in Microsoft 365 and Microsoft Purview. Including the concepts of Customer Key and Double Key Encryption.
UiPath Test Automation using UiPath Test Suite series, part 4DianaGray10
Welcome to UiPath Test Automation using UiPath Test Suite series part 4. In this session, we will cover Test Manager overview along with SAP heatmap.
The UiPath Test Manager overview with SAP heatmap webinar offers a concise yet comprehensive exploration of the role of a Test Manager within SAP environments, coupled with the utilization of heatmaps for effective testing strategies.
Participants will gain insights into the responsibilities, challenges, and best practices associated with test management in SAP projects. Additionally, the webinar delves into the significance of heatmaps as a visual aid for identifying testing priorities, areas of risk, and resource allocation within SAP landscapes. Through this session, attendees can expect to enhance their understanding of test management principles while learning practical approaches to optimize testing processes in SAP environments using heatmap visualization techniques
What will you get from this session?
1. Insights into SAP testing best practices
2. Heatmap utilization for testing
3. Optimization of testing processes
4. Demo
Topics covered:
Execution from the test manager
Orchestrator execution result
Defect reporting
SAP heatmap example with demo
Speaker:
Deepak Rai, Automation Practice Lead, Boundaryless Group and UiPath MVP
Why You Should Replace Windows 11 with Nitrux Linux 3.5.0 for enhanced perfor...SOFTTECHHUB
The choice of an operating system plays a pivotal role in shaping our computing experience. For decades, Microsoft's Windows has dominated the market, offering a familiar and widely adopted platform for personal and professional use. However, as technological advancements continue to push the boundaries of innovation, alternative operating systems have emerged, challenging the status quo and offering users a fresh perspective on computing.
One such alternative that has garnered significant attention and acclaim is Nitrux Linux 3.5.0, a sleek, powerful, and user-friendly Linux distribution that promises to redefine the way we interact with our devices. With its focus on performance, security, and customization, Nitrux Linux presents a compelling case for those seeking to break free from the constraints of proprietary software and embrace the freedom and flexibility of open-source computing.
GDG Cloud Southlake #33: Boule & Rebala: Effective AppSec in SDLC using Deplo...James Anderson
Effective Application Security in Software Delivery lifecycle using Deployment Firewall and DBOM
The modern software delivery process (or the CI/CD process) includes many tools, distributed teams, open-source code, and cloud platforms. Constant focus on speed to release software to market, along with the traditional slow and manual security checks has caused gaps in continuous security as an important piece in the software supply chain. Today organizations feel more susceptible to external and internal cyber threats due to the vast attack surface in their applications supply chain and the lack of end-to-end governance and risk management.
The software team must secure its software delivery process to avoid vulnerability and security breaches. This needs to be achieved with existing tool chains and without extensive rework of the delivery processes. This talk will present strategies and techniques for providing visibility into the true risk of the existing vulnerabilities, preventing the introduction of security issues in the software, resolving vulnerabilities in production environments quickly, and capturing the deployment bill of materials (DBOM).
Speakers:
Bob Boule
Robert Boule is a technology enthusiast with PASSION for technology and making things work along with a knack for helping others understand how things work. He comes with around 20 years of solution engineering experience in application security, software continuous delivery, and SaaS platforms. He is known for his dynamic presentations in CI/CD and application security integrated in software delivery lifecycle.
Gopinath Rebala
Gopinath Rebala is the CTO of OpsMx, where he has overall responsibility for the machine learning and data processing architectures for Secure Software Delivery. Gopi also has a strong connection with our customers, leading design and architecture for strategic implementations. Gopi is a frequent speaker and well-known leader in continuous delivery and integrating security into software delivery.
Pushing the limits of ePRTC: 100ns holdover for 100 daysAdtran
At WSTS 2024, Alon Stern explored the topic of parametric holdover and explained how recent research findings can be implemented in real-world PNT networks to achieve 100 nanoseconds of accuracy for up to 100 days.
5. Wearable Computing
▪ Computer on the body that is:
▪ Always on
▪ Always accessible
▪ Always connected
▪ Other attributes
▪ Augmenting user actions
▪ Aware of user and surroundings
6. The Ideal Wearable
▪ Persists and Provides Constant Access: Designed
for everyday and continuous user over a lifetime.
▪ Senses and Models Context: Observes and
models the users and environment.
▪ Augments and Mediates: Information support for
the user in both the physical and virtual realities.
▪ Interacts Seamlessly: Adapts its input and output
modalities to those most appropriate at the time.
Starner, T. E. (1999). Wearable computing and contextual awareness
(Doctoral dissertation, Massachusetts Institute of Technology).
9. History of Wearables
▪ 1960-90: Early Exploration
▪ Custom build devices
▪ 1990 - 2000: Academic, Military Research
▪ MIT, CMU, Georgia Tech, EPFL, etc
▪ 1997: ISWC conference starts
▪ 1995 – 2005+: First Commercial Uses
▪ Niche industry applications, Military
▪ 2010 - : Second Wave of Wearables
▪ Consumer applications, Head Worn
10. The Gamblers
Ed Thorp (1961)
Belt computer
Glasses
Display
▪ Timing device for roulette prediction
▪ Card counting hardware (toe input)
Keith Taft (1972)
Shoe Input
Thorp, E. O. (1998, October). The invention of the first wearable computer. In Wearable
Computers, 1998. Second International Symposium on (pp. 4-8). IEEE.
11. The Hackers (1980’s - )
! MIT Media Lab – Wearable Computing (1993)
http://www.media.mit.edu/wearables/
12. Enabling Technologies (1989+)
▪ Private Eye Display (Reflection Tech.)
▪ 720 x 280 dipslay
▪ Red LED
▪ Vibrating mirror
▪ Twiddler (Handykey)
▪ Chording keypad
▪ Mouse emulation
13. MIT Tin Lizzy (1993)
▪ General Purpose Wearable
▪ Doug Platt, Thad Starner
▪ 150 MHz Pentium CPU
▪ 32-64 Mb RAM, 6 Gb HDD
▪ VGA display
▪ Cellular modem
http://www.media.mit.edu/wearables/lizzy/lizzy/index.html
15. Mobile AR: Touring Machine (1997)
▪ University of Columbia
▪ Feiner, MacIntyre, Höllerer, Webster
▪ Combines
▪ See through head mounted display
▪ GPS tracking
▪ Orientation sensor
▪ Backpack PC (custom)
▪ Tablet input
Feiner, S., MacIntyre, B., Höllerer, T., & Webster, A. (1997). A touring machine: Prototyping 3D mobile
augmented reality systems for exploring the urban environment. Personal Technologies, 1(4), 208-217.
16. MARS View
▪ Virtual tags overlaid on the real world
▪ “Information in place”
17. Mobile AR - Hardware
PCI 3D Graphics Board
Hard Drive
Serial
Ports
CPU
PC104 Sound Card
PC104 PCMCIA
GPS
Antenna
RTK correction Antenna
HMD
Controller
Tracker
Controller
DC to DC
Converter
Battery
Wearable
Computer
GPS RTK
correction
Radio
Example self-built working
solution with PCI-based 3D graphics
Columbia Touring Machine
18. Early Commercial Systems
▪ Xybernaut (1996 - 2007)
▪ Belt worn, HMD, 200 MHz
▪ ViA (1996 – 2001)
▪ Belt worn, Audio Interface
▪ 700 MHz Crusoe
▪ Symbol (1998 – 2006)
▪ Wrist worn computer
▪ Finger scanner
19. Symbol WWC 1000 (1998 - )
! Wrist worn wearable + finger barcode scanner
! $3500 USD, current price $1000
! Over 30K sold in first 2 years, still selling (>100k units?)
! First widely deployed wearable computer
20. Reasons For Success
! Well defined large market niche
! Stock pickers with holster scanners
! Significant usability/ergonomics effort
! Over 40,000 hours user testing
! Provided significant performance improvement
! Met user needs, solved existing problems
! Addressed social factors
! Company with substantial R+D resources
Stein, R., Ferrero, S., Hetfield, M., Quinn, A., & Krichever, M. (1998, October). Development
of a commercially successful wearable data collection system. In Wearable Computers,
1998. Digest of Papers. Second International Symposium on (pp. 18-24). IEEE.
21. Second Gen. Commercial Systems
! Recon (2010 - )
! Head worn displays for sports
! Ski goggle display
! Investment from Intel (2013)
! Google (2011 - )
! Google Glass
! Consumer focus
40. Summary
! Wearables reach mass market over 5-10 years
! Analysts disagree on projected sales
! Maybe 20 million devices shipped/year by 2018
! Up to $11 Billion market size by 2018
! Wearable computers small cf to other technology
! Smart glass around 10% of all wearable sales
! All wearable devices < 10% of smart phone sales
48. Experience Design is All About You
! Users should be
involved throughout
the Design Process
! Consider all the needs
of the user
49. Glass User Experience
! Truly Wearable Computing
! Less than 46 ounces
! Hands-free Information Access
! Voice interaction, Ego-vision camera
! Intuitive User Interface
! Touch, Gesture, Speech, Head Motion
! Access to all Google Services
! Map, Search, Location, Messaging, Email, etc
57. Consider Your User
! Wearable User
! Probably Mobile
! One/no hand interaction
! Short application use
! Need to be able to multitask
! Use in outdoor or indoor environment
! Want to enhance interaction with real world
58. It's
like
a
rear
view
mirror
Don't
overload
the
user.
S2ck
to
the
absolutely
essen2al,
avoid
long
interac2ons.
Be
explicit.
59. Micro
Interac3ons
The
posi2on
of
the
display
and
limited
input
ability
makes
longer
interac2ons
less
comfortable.
Using
it
shouldn’t
take
longer
than
taking
out
your
phone.
61. Time Looking at Screen
Oulasvirta, A. (2005). The fragmentation of attention in mobile
interaction, and what to do with it. interactions, 12(6), 16-18.
62. Design for MicroInteractions
▪ Design interaction less than a few seconds
! Tiny bursts of interaction
! One task per interaction
! One input per interaction
▪ Benefits
! Use limited input
! Minimize interruptions
! Reduce attention fragmentation
71. Interface Guidelines
▪ Don’t design a mobile app
! Design for emotion
▪ Make it glanceable
! Do one thing at a time
! Reduce number of information chunks
▪ Design for indoor and outdoor use
72. Physical Input
! Interaction on the go
! Must support mobile input
! Fatigue
! “Gorrilla” Arm from free-hand input
! Comfort
! People want to do small gestures by waist
! Socially Acceptable
! Do I look silly doing this?
73. Twiddler Input
▪ Chording or multi-tap input
▪ Possible to achieve 40 - 60 wpm after 30+ hours
▪ Chording input about 50% faster than multi-tap
▪ cf 20 wpm on T9, or 60+ wpm for QWERTY
Lyons, K., Starner, T., Plaisted, D., Fusia, J., Lyons, A., Drew, A., & Looney, E. W. (2004, April).
Twiddler typing: One-handed chording text entry for mobile phones. In Proceedings of the SIGCHI
conference on Human factors in computing systems (pp. 671-678). ACM.
74. Virtual Keyboards
▪ In air text input
▪ Virtual QWERTY keyboard up to 20 wpm
▪ Word Gesture up to 28 wpm
▪ Handwriting around 20-30 wpm
A. Markussen, et. al. Vulture: A Mid-Air Word-Gesture Keyboard (CHI 2014)
75. Unobtrusive Input Devices
▪ GestureWrist
▪ Capacitive sensing
▪ Change signal depending on hand shape
Rekimoto, J. (2001). Gesturewrist and gesturepad: Unobtrusive wearable interaction devices. In
Wearable Computers, 2001. Proceedings. Fifth International Symposium on (pp. 21-27). IEEE.
77. Skinput
Using EMG to detect muscle activity
Tan, D., Morris, D., & Saponas, T. S. (2010). Interfaces on the go. XRDS:
Crossroads, The ACM Magazine for Students, 16(4), 30-34.
78. Types of Head Mounted Displays
Occluded
See-thru
Multiplexed
79. See-through Thin Displays
Opinvent Ora
Lumus
▪ Waveguide techniques for thin see-through displays
▪ Wider FOV, AR applications, Social acceptability
80. Where to put Wearables?
▪ Places for unobtrusive wearable technology
Gemperle, F., Kasabach, C., Stivoric, J., Bauer, M., & Martin, R. (1998, October). Design for wearability. In
Wearable Computers, 1998. Digest of Papers. Second International Symposium on (pp. 116-122). IEEE.
81. Where to Place Trackpad?
▪ User study 25 people different postures
▪ Front of thigh most preferred, torso/upper arm worst
Thomas, Bruce, et al. "Determination of placement of a body-attached mouse as a pointing input
device for wearable computers.” ISWC 1999. IEEE Computer Society, 1999.
82. Where do
users want
Wearables?
29% on clothing
28% on wrist
12% on Glasses
89. Social Interaction
! For mobiles, location and audience have a
significant impact on the type of gestures
people will be willing to perform.
90. Professional vs. Everyday Use
! Everyday acceptance
! Only 12% US adults said they would use AR glasses
! 20% handheld AR users experienced social issues
! 40% neutral/uncomfortable with public gestures
! Professional Use
! 85% Doctors said they would use AR glass in job
! < 25% neutral/uncomfortable with work gestures
93. A Typical Work Day
Which is the most cognitively demanding?
94. Cognitive Interference
▪ Structural interference
▪ Two or more tasks compete for limited
resources of a peripheral system
- eg two cognitive processes needing vision
▪ Capacity interference
▪ Total available central processing overwhelmed
by multiple concurrent tasks
- eg trying to add and count at same time
95. Resource Competition Framework
▪ Mobility tasks compete for cognitive resources
with other tasks
▪ the most important given higher priority
▪ RCF is a method for analyzing this, based on:
▪ task analysis
▪ modelling cognitive resources
▪ a resource approach to attention
Oulasvirta, A., Tamminen, S., Roto, V., & Kuorelahti, J. (2005, April). Interaction in 4-second bursts: the
fragmented nature of attentional resources in mobile HCI. In Proceedings of the SIGCHI conference on
Human factors in computing systems (pp. 919-928). ACM.
98. Application of RCF
Busy street > Escalator > Café > Laboratory.
But if you made Wayfinding, Path Planning, Estimating
Time to Target, Collision Avoidance easier?
99. Handling Interruptions
Show Message Start Reply
Look
Up
Receiving SMS on Glass
“Bing”
Tap
Swipe
Glass
User
▪ Gradually increase engagement
▪ Reduce attention load
Say
Reply
100. Nomadic Radio (2000)
▪ Spatial audio wearable interface
Sawhney, N., & Schmandt, C. (2000). Nomadic radio: speech and audio interaction for contextual
messaging in nomadic environments. ACM transactions on Computer-Human interaction (TOCHI),
7(3), 353-383.
104. Ideal Applications
! Use cases that require:
! Hands-free interaction
! Mobile information access
! Constant access to information
! Supporting activity in real world
! Low likelihood of social issues
! Enhanced view of reality
106. Smart Watch Consumer Insights/Primary Uses
Personal assistance Health & Fitness Personal safety
Communication Smart home access Near Field
Communication
(NFC)
107.
108. Social
ac3on
First-‐person
journalist
Tim
Pool
broadcasts
an
in2mate
view
of
Istanbul
protests.
'I
want
to
show
you
what
it's
like
to
be
there
as
best
I
can,
even
if
that
ends
with
me
running
full-‐speed
into
a
cafe
and
rubbing
lemons
all
over
my
face
a<er
being
tear-‐gassed'
109.
110. CityViewAR
! Using AR to visualize Christchurch city buildings
! 3D models of buildings, 2D images, text, panoramas
! AR View, Map view, List view
! Available on Android market
112. Financial Services Applications
! Which Financial Services task could benefit from
using wearables?
! always on, connected, accessible
! Match task requirements to wearable attributes
! Hands-busy, constant information access, user
monitoring, mobile, etc
! Key question: can this task be done on a mobile
phone instead of wearable?
113. Financial Applications
! Possible types of Financial Services experiences
! Customer Service
! Consumer Banking
! Finance Trading
! Remote Collaboration
115. Customer Service
! Wearables provide
! Constant access to information
! Mobile access – move agent from behind counter
! Improved face to face customer experience
- Customer face recognition
- Eye to eye contact
116. Example: Virgin Atlantic
! Virgin Atlantic trialing Glass for customer check in
! Features
! Agent greets customer curb-side, start check-in process
! Provide customer details, personalized service
! Document verification – camera scanning of boarding pass
117. ! Advantages
! Focus attention on customer
! Moves agent to customer
- Earlier engagement
! Reduces technology barrier
between agent and customer
- Hide behind computer/desk
! Provides personalized service
- Name, flight details, weather, diet,
translation services, etc
118. “The trial was a huge success with positive feedback from both
our staff and customers on the usage of wearable technology”
! Key findings
! Only Google Glass permitted the agent to maintain eye
contact showing they were engaged and interesting in helping.
! Some passengers were taken aback initially by Glass wearing
concierges, but, on the whole, passengers responded well.
! Technical challenges to overcome
- Short battery life, camera resolution, wifi issues
120. Consumer Banking
! Use Glass to provide mobile finance services
! Bank locator
! In-store payments
! Currency conversion
! Receipt capture (using camera)
! Account balance checking
! Etc
! Some banks porting their mobile apps to Glass
121. Example: Westpac
! Ported mobile finance app Cash Tank to Glass
! Features
! Check balance
! Transfer funds
! Find nearest ATM/bank branch
! Get alerts and notifications
! Trialed in NZ and Australia
122. Demo Video
! https://www.youtube.com/watch?v=6qX25cE7Bww
123. Other Examples
! CaixaBank
! Well Fargo
! Discover
! Saudi Investment Bank ATM finder
! FISERV Mobile payments on Glass
! TMG See2Pay small-dollar payments on Glass
! http://blog.dwolla.com/dwolla-now-available-on-google-glass/
127. Finance Trading
! Currently most finance trading is confined to
fixed desks/location
! Wearables could allow managers to maintain
awareness while away from trading floor
! Provides constant access to markets
! Alerts where ever they are
! Constant monitoring of individual funds
! Etc.
136. Challenges for the Future (2001)
▪ Privacy
▪ Power use
▪ Networking
▪ Collaboration
▪ Heat dissipation
▪ Interface design
▪ Intellectual tools
▪ Augmented Reality systems
Starner, T. (2001). The challenges of wearable computing: Part 1. IEEE Micro,21(4), 44-52.
Starner, T. (2001). The challenges of wearable computing: Part 2. IEEE Micro,21(4), 54-67.
137. Gesture Interaction With Glass
▪ 3 Gear Systems
▪ Hand tracking
▪ Hand data sent to glass
▪ Wifi networking
▪ Hand joint position
▪ AR application rendering
▪ Vuforia tracking
138. Performance
▪ Full 3d hand model input
▪ 10 - 15 fps tracking, 1 cm fingertip resolution
140. Current Collaboration
▪ First person remote conferencing/hangouts
▪ Limitations
- Single POV, no spatial cues, no annotations, etc
141. Sharing Space: Social Panoramas
▪ Capture and share social spaces in real time
▪ Enable remote people to feel like they’re with you
142. Context Sensing
▪ Using context to manage information
▪ progressive information display as user shows
interest
▪ Context from
▪ Speech
▪ Gaze
▪ Real world
▪ Wearable AR Display
Ajanki, A., Billinghurst, M., Gamper, H., Järvenpää, T., Kandemir, M., Kaski, S., ... & Tossavainen, T.
(2011). An augmented reality interface to contextual information. Virtual reality, 15(2-3), 161-173.
149. Conclusions
! Wearable computing represents a fourth
generation of computing devices
! Google Glass is the first consumer wearable
! Lightweight, usable, etc
! A range of wearables will appear in 2014
! Ecosystem of devices
! Significant research opportunities exist
! User interaction, displays, social impact
150. More Information
• Mark Billinghurst
– mark.billinghurst@hitlabnz.org
– @marknb00
• Website
– www.hitlabnz.org