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[1] Facial Expression Recognition in Daily Life by Embedded Photo Reflective Sensors on Smart Eyewear Wearable and Mobile IUI 2 / Masai, Katsutoshi / Sugiura, Yuta / Ogata, Masa / Kunze, Kai / Inami, Masahiko / Sugimoto, Maki Proceedings of the 2016 International Conference on Intelligent User Interfaces 2016-03-07 v.1 p.317-326
ACM Digital Library Link
Summary: This paper presents a novel smart eyewear that uses embedded photo reflective sensors and machine learning to recognize a wearer's facial expressions in daily life. We leverage the skin deformation when wearers change their facial expressions. With small photo reflective sensors, we measure the proximity between the skin surface on a face and the eyewear frame where 17 sensors are integrated. A Support Vector Machine (SVM) algorithm was applied for the sensor information. The sensors can cover various facial muscle movements and can be integrated into everyday glasses. The main contributions of our work are as follows. (1) The eyewear recognizes eight facial expressions (92.8% accuracy for one time use and 78.1% for use on 3 different days). (2) It is designed and implemented considering social acceptability. The device looks like normal eyewear, so users can wear it anytime, anywhere. (3) Initial field trials in daily life were undertaken. Our work is one of the first attempts to recognize and evaluate a variety of facial expressions in the form of an unobtrusive wearable device.

[2] Augmented Winter Ski with AR HMD / Fan, Kevin / Seigneur, Jean-Marc / Guislain, Jonathan / Nanayakkara, Suranga / Inami, Masahiko Proceedings of the 2016 Augmented Human International Conference 2016-02-25 p.34
ACM Digital Library Link
Summary: At time of writing, several affordable Head-Mounted Displays (HMD) are going to be released to the mass market, most of them for Virtual Reality (VR with Oculus Rift, Samsung Gear...) but also for indoor Augmented Reality (AR) with Hololens. We have investigated how to adapt such HMD as Oculus Rift for an outdoor AR ski slope. Rather than setting physical obstacles such as poles, our system employs AR to render dynamic obstacles by different means. During the demo, skiers will wear a video-see-through HMD while trying to ski on a real ski slope where AR obstacles are rendered.

[3] Electrosmog Visualization through Augmented Blurry Vision / Fan, Kevin / Seigneur, Jean-Marc / Nanayakkara, Suranga / Inami, Masahiko Proceedings of the 2016 Augmented Human International Conference 2016-02-25 p.35
ACM Digital Library Link
Summary: Electrosmog is the electromagnetic radiation emitted from wireless technology such as Wi-Fi hotspots or cellular towers, and poses potential hazard to human. Electrosmog is invisible, and we rely on detectors which show level of electrosmog in a warning such as numbers. Our system is able to detect electrosmog level from number of Wi-Fi networks, connected cellular towers and strengths, and show in an intuitive representation by blurring the vision of the users wearing a Head-Mounted Display (HMD). The HMD displays in real-time the users' augmented surrounding environment with blurriness, as though the electrosmog actually clouds the environment. For demonstration, participants can walk in a video-see-through HMD and observe vision gradually blurred while approaching our prepared dense wireless network.

[4] Quantifying reading habits: counting how many words you read Quantifying and communicating through wearables / Kunze, Kai / Masai, Katsutoshi / Inami, Masahiko / Sacakli, Ömer / Liwicki, Marcus / Dengel, Andreas / Ishimaru, Shoya / Kise, Koichi Proceedings of the 2015 International Conference on Ubiquitous Computing 2015-09-07 p.87-96
ACM Digital Library Link
Summary: Reading is a very common learning activity, a lot of people perform it everyday even while standing in the subway or waiting in the doctors office. However, we know little about our everyday reading habits, quantifying them enables us to get more insights about better language skills, more effective learning and ultimately critical thinking. This paper presents a first contribution towards establishing a reading log, tracking how much reading you are doing at what time. We present an approach capable of estimating the words read by a user, evaluate it in an user independent approach over 3 experiments with 24 users over 5 different devices (e-ink reader, smartphone, tablet, paper, computer screen). We achieve an error rate as low as 5% (using a medical electrooculography system) or 15% (based on eye movements captured by optical eye tracking) over a total of 30 hours of recording. Our method works for both an optical eye tracking and an Electrooculography system. We provide first indications that the method works also on soon commercially available smart glasses.

[5] Smart Eyewear for Interaction and Activity Recognition Interactivity / Ishimaru, Shoya / Kunze, Kai / Tanaka, Katsuma / Uema, Yuji / Kise, Koichi / Inami, Masahiko Extended Abstracts of the ACM CHI'15 Conference on Human Factors in Computing Systems 2015-04-18 v.2 p.307-310
ACM Digital Library Link
Summary: vice class with a lot of possibilities for user interaction design and unobtrusive activity tracking. In this paper we show applications using an early prototype of J!NS MEME, smart glasses with integrated electrodes to detect eye movements (Electrooculography, EOG) and motion sensors (accelerometer and gyroscope) to monitor head motions. We present several demonstrations: We show a simple eye movement visualization, detecting left/right eye motion and blink. Additionally, users can play a game, "Blinky Bird". They need to help a bird avoid obstacles using eye movements. We implemented online detection of reading and talking behavior using a combination of blink, eye movement and head motion. We can give people a long term view of their reading, talking, and also walking activity over the day.

[6] Gravitamine spice: a system that changes the perception of eating through virtual weight sensation Altered Experiences / Hirose, Masaharu / Iwazaki, Karin / Nojiri, Kozue / Takeda, Minato / Sugiura, Yuta / Inami, Masahiko Proceedings of the 2015 Augmented Human International Conference 2015-03-09 p.33-40
ACM Digital Library Link
Summary: The flavor of food is not just limited to the sense of taste, but also it changes according to the perceived information from other perception such as the auditory, visual, tactile senses, or through individual experiences or cultural background, etc. We proposed "Gravitamine Spice", a system that focuses on the cross-modal interaction between our perception; mainly the weight of food we perceived when we carry the utensils. This system consists of a fork and a seasoning called the "OMOMI". User can change the weight of the food by sprinkling seasoning onto it. Through this sequence of actions, users can enjoy different dining experiences, which may change the taste of their food or the feeling towards the food when they are chewing it.

[7] RippleTouch: initial exploration of a wave resonant based full body haptic interface Haptics and Exoskeletons / Withana, Anusha / Koyama, Shunsuke / Saakes, Daniel / Minamizawa, Kouta / Inami, Masahiko / Nanayakkara, Suranga Proceedings of the 2015 Augmented Human International Conference 2015-03-09 p.61-68
ACM Digital Library Link
Summary: We propose RippleTouch, a low resolution haptic interface that is capable of providing haptic stimulation to multiple areas of the body via a single point of contact actuator. Concept is based on the low frequency acoustic wave propagation properties of the human body. By stimulating the body with different amplitude modulated frequencies at a single contact point, we were able to dissipate the wave energy in a particular region of the body, creating a haptic stimulation without direct contact. The RippleTouch system was implemented on a regular chair, in which, four base range speakers were mounted underneath the seat and driven by a simple stereo audio interface. The system was evaluated to investigate the effect of frequency characteristics of the amplitude modulation system. Results demonstrate that we can effectively create haptic sensations at different parts of the body with a single contact point (i.e. chair surface). We believe RippleTouch concept would serve as a scalable solution for providing full-body haptic feedback in variety of situations including entertainment, communication, public spaces and vehicular applications.

[8] How much do you read?: counting the number of words a user reads using electrooculography Learning and Reading / Kunze, Kai / Katsutoshi, Masai / Uema, Yuji / Inami, Masahiko Proceedings of the 2015 Augmented Human International Conference 2015-03-09 p.125-128
ACM Digital Library Link
Summary: We read to acquire knowledge. Reading is a common activity performed in transit and while sitting, for example during commuting to work or at home on the couch. Although reading is associated with high vocabulary skills and even with increased critical thinking, we still know very little about effective reading habits. In this paper, we argue that the first step to understanding reading habits in real life we need to quantify them with affordable and unobtrusive technology. Towards this goal, we present a system to track how many words a user reads using electrooculography sensors. Compared to previous work, we use active electrodes with a novel on-body placement optimized for both integration into glasses (or head-worn eyewear etc) and for reading detection. Using this system, we present an algorithm capable of estimating the words read by a user, evaluate it in an user independent approach over experiments with 6 users over 4 different devices (8" and 9" tablet, paper, laptop screen). We achieve an error rate as low as 7% (based on eye motions alone) for the word count estimation (std = 0.5%).

[9] PukuPuCam: a recording system from third-person view in scuba diving Posters & Demonstrations / Hirose, Masaharu / Sugiura, Yuta / Minamizawa, Kouta / Inami, Masahiko Proceedings of the 2015 Augmented Human International Conference 2015-03-09 p.161-162
ACM Digital Library Link
Summary: In this paper, we propose "PukuPuCam" system, an apparatus to record one's diving experience from a third-person view, allowing the user to recall the experience at a later time. "PukuPuCam" continuously captures the center of the user's view point, by attaching a floating camera to the user's body using a string. With this simple technique, it is possible to maintain the same viewpoint regardless of the diving speed or the underwater waves. Therefore, user can dive naturally without being conscious about the camera. The main aim of this system is to enhance the diving experiences by recording user's unconscious behaviour and interactions with the surrounding environment.

[10] The augmented narrative: toward estimating reader engagement Posters & Demonstrations / Kunze, Kai / Sanchez, Susana / Dingler, Tilman / Augereau, Olivier / Kise, Koichi / Inami, Masahiko / Tsutomu, Terada Proceedings of the 2015 Augmented Human International Conference 2015-03-09 p.163-164
ACM Digital Library Link
Summary: We present the concept of bio-feedback driven computing to design a responsive narrative, which acts according to the readers experience. We explore on how to detect engagement and give our evaluation on the usefulness of different sensor modalities. We find temperature and blink frequency are best to estimate engagement and can classify engaging and non-engaging user-independent without error for a small user sample size (5 users).

[11] Graffiti fur: turning your carpet into a computer display Novel hardware I / Sugiura, Yuta / Toda, Koki / Hoshi, Takayuki / Kamiyama, Youichi / Igarashi, Takeo / Inami, Masahiko Proceedings of the 2014 ACM Symposium on User Interface Software and Technology 2014-10-05 v.1 p.149-156
ACM Digital Library Link
Summary: We devised a display technology that utilizes the phenomenon whereby the shading properties of fur change as the fibers are raised or flattened. One can erase drawings by first flattening the fibers by sweeping the surface by hand in the fiber's growth direction, and then draw lines by raising the fibers by moving the finger in the opposite direction. These material properties can be found in various items such as carpets in our living environments. We have developed three different devices to draw patterns on a "fur display" utilizing this phenomenon: a roller device, a pen device and pressure projection device. Our technology can turn ordinary objects in our environment into rewritable displays without requiring or creating any non-reversible modifications to them. In addition, it can be used to present large-scale image without glare, and the images it creates require no running costs to maintain.

[12] Tracs: transparency-control for see-through displays Augmented reality II / Lindlbauer, David / Aoki, Toru / Walter, Robert / Uema, Yuji / Höchtl, Anita / Haller, Michael / Inami, Masahiko / Müller, Jörg Proceedings of the 2014 ACM Symposium on User Interface Software and Technology 2014-10-05 v.1 p.657-661
ACM Digital Library Link
Summary: We present Tracs, a dual-sided see-through display system with controllable transparency. Traditional displays are a constant visual and communication barrier, hindering fast and efficient collaboration of spatially close or facing co-workers. Transparent displays could potentially remove these barriers, but introduce new issues of personal privacy, screen content privacy and visual interference. We therefore propose a solution with controllable transparency to overcome these problems. Tracs consists of two see-through displays, with a transparency-control layer, a backlight layer and a polarization adjustment layer in-between. The transparency-control layer is built as a grid of individually addressable transparency-controlled patches, allowing users to control the transparency overall or just locally. Additionally, the locally switchable backlight layer improves the contrast of LCD screen content. Tracs allows users to switch between personal and collaborative work fast and easily and gives them full control of transparent regions on their display.

[13] Smarter eyewear: using commercial EOG glasses for activity recognition Demos / Ishimaru, Shoya / Uema, Yuji / Kunze, Kai / Kise, Koichi / Tanaka, Katsuma / Inami, Masahiko Adjunct Proceedings of the 2014 International Joint Conference on Pervasive and Ubiquitous Computing 2014-09-13 v.2 p.239-242
ACM Digital Library Link
Summary: Smart eyewear computing is a relatively new subcategory in ubiquitous computing research, which has enormous potential. In this paper we present a first evaluation of soon commercially available Electrooculography (EOG) glasses (J!NS MEME) for the use in activity recognition. We discuss the potential of EOG glasses and other smart eye-wear. Afterwards, we show a first signal level assessment of MEME, and present a classification task using the glasses. We are able to distinguish of 4 activities for 2 users (typing, reading, eating and talking) using the sensor data (EOG and acceleration) from the glasses with an accuracy of 70% for 6 sec. windows and up to 100% for a 1 minute majority decision. The classification is done user-independent.
    The results encourage us to further explore the EOG glasses as platform for more complex, real-life activity recognition systems.

[14] Position paper: brain teasers -- toward wearable computing that engages our mind WAHM 2014 -- Workshop on Ubiquitous Technologies for Augmenting the Human Mind / Ishimaru, Shoya / Kunze, Kai / Kise, Koichi / Inami, Masahiko Adjunct Proceedings of the 2014 International Joint Conference on Pervasive and Ubiquitous Computing 2014-09-13 v.2 p.1405-1408
ACM Digital Library Link
Summary: The emerging field of cognitive activity recognition -- real life tracking of mental states -- can give us new possibilities to enhance our minds.
    In this paper, we outline the use of wearable computing to engage the user's mind. We argue that the more personal technology becomes the more it should also adopt to the user's long term goals improving mental fitness. We present a the concept of computing to engage our minds, discuss some enabling technologies as well as challenges and opportunities.

[15] Sweat Sensing Technique for Wearable Device Using Infrared Transparency HCI for Health, Well-Being and Sport / Ogata, Masa / Inami, Masahiko / Imai, Michita HCI International 2014: 16th International Conference on HCI, Part III: Applications and Services 2014-06-22 v.3 p.323-331
Keywords: Sweat; Wearable device; Sensing; Photo transparency
Link to Digital Content at Springer
Summary: Wearable devices that are worn on the hand and display information are rapidly becoming pervasive. However, acquiring and displaying a user's own data, such as the amount of sweat flowing and the required amount of water for a particular activity, on a wearable device remains difficult. We propose a technique that senses the amount of sweat flowing from the human body. The technique, which is implemented in a wearable device, utilizes infrared transparency via a sponge that can hold the sweat. We selected sponge as the material to hold the sweat because it enables repeated measurement of the amount of sweat flowing from the human body. Consequently, we also outline the development and testing of a prototype device that actualizes the proposed technique and discuss its efficacy and feasibility.

[16] Augmenting a Wearable Display with Skin Surface as an Expanded Input Area Design for Novel Interaction Techniques and Realities / Ogata, Masa / Sugiura, Yuta / Makino, Yasutoshi / Inami, Masahiko / Imai, Michita DUXU 2014: Third International Conference on Design, User Experience, and Usability, Part II: User Experience Design for Diverse Interaction Platforms and Environments 2014-06-22 v.2 p.606-614
Keywords: Skin Deformation; Wearable Display; Photo reflectivity
Link to Digital Content at Springer
Summary: Wearable devices such as the wristwatch-type smart watch, are becoming smaller and easier to implement. However, user interaction using wearable displays is limited owing to the small display area. On larger displays such as tablet computers, the user has more space to interact with the device and present various inputs. A wearable device has a small display area, which clearly decreases its ability to read finger gestures. We propose an augmented wearable display to expand the user input area over the skin. A user can employ finger gestures on the skin to control a wearable display. The prototype device has been implemented using techniques that sense skin deformation by measuring the distance between the skin and the wearable (wristwatch-type) device. With this sensing technique, we show three types of input functions, and create input via the skin around the wearable display and the device.

[17] Workshop on assistive augmentation Workshop summaries / Huber, Jochen / Rekimoto, Jun / Inami, Masahiko / Shilkrot, Roy / Maes, Pattie / Ee, Wong Meng / Pullin, Graham / Nanayakkara, Suranga Chandima Proceedings of ACM CHI 2014 Conference on Human Factors in Computing Systems 2014-04-26 v.2 p.103-106
ACM Digital Library Link
Summary: Our senses are the dominant channel for perceiving the world around us, some more central than the others, such as the sense of vision. Whether they have impairments or not, people often find themselves at the edge of sensorial capability and seek assistive or enhancing devices. We wish to put sensorial ability and disability on a continuum of usability for certain technology, rather than treat one or the other extreme as the focus.
    The overarching topic of the workshop proposed here is the design and development of assistive technology, user interfaces and interactions that seamlessly integrate with a user's mind, body and behavior, providing an enhanced perception. We call this "Assistive Augmentation".
    The workshop aims to establish conversation and idea exchange with researchers and practitioners at the junction of human-computer interfaces, assistive technology and human augmentation. The workshop will serve as a hub for the emerging community of assistive augmentation researchers.

[18] Virtual slicer: interactive visualizer for tomographic medical images based on position and orientation of handheld device / Shimamura, Sho / Kanegae, Motoko / Morita, Jun / Uema, Yuji / Inami, Masahiko / Hayashida, Tetsu / Saito, Hideo / Sugimoto, Maki Proceedings of the 2014 Virtual Reality International Conference 2014-04-09 p.12
ACM Digital Library Link
Summary: This paper introduces an interface that helps understand the correspondence between the patient and medical images. Surgeons determine the extent of resection by using tomographic images such as MRI (Magnetic Resonance Imaging) data. However, understanding the relationship between the patient and tomographic images is difficult. This study aims to visualize the correspondence more intuitively. In this paper, we propose an interactive visualizer for medical images based on the relative position and orientation of the handheld device and the patient. We conducted an experiment to verify the performances of the proposed method and several other methods. In the experiment, the proposed method showed the minimum error.

[19] Present information through afterimage with eyes closed 3. Look into Your Eyes / Nojiri, Kozue / Low, Suzanne / Toda, Koki / Sugiura, Yuta / Kamiyama, Youichi / Inami, Masahiko Proceedings of the 2014 Augmented Human International Conference 2014-03-07 p.3
ACM Digital Library Link
Summary: We propose a display method using the afterimage effect to illustrate images, so that people can perceive the images with their eyes closed. Afterimage effect is an everyday phenomenon that we often experienced and it is commonly utilized in many practical situations such as in movie creation. However, many of us are not aware of it. We strongly believe that this afterimage effect is an interesting phenomenon to display information to the users. We conducted an experiment to compare the duration of the afterimage effect to the duration of participant exposure to the image projection. We also prototyped a wearable type display to give more flexibility and mobility to our proposal. With this, one can utilize this method for various applications such as to confirm password at a bank etc.

[20] Pressure detection on mobile phone by camera and flash 4. Beyond Smartphones / Low, Suzanne / Sugiura, Yuta / Lo, Dixon / Inami, Masahiko Proceedings of the 2014 Augmented Human International Conference 2014-03-07 p.11
ACM Digital Library Link
Summary: This paper proposes a method to detect pressure asserted on a mobile phone by utilizing the back camera and flash on the phone. There is a gap between the palm and camera when the phone is placed on the palm. This allows the light from the flashlight to be reflected to the camera. However, when pressure is applied on the phone, the gap will reduce, reducing the brightness captured by the camera. This phenomenon is applied to detect two gestures: pressure applied on the screen and pressure applied when user squeezes the phone. We also conducted an experiment to detect the change in brightness level depending on the amount of force asserted on the phone when it is placed in two positions: parallel to the palm and perpendicular to the palm. The results show that when the force increases, the brightness level decreases. Using the phones ability to detect fluctuations in brightness, various pressure interaction applications such as for gaming purposes may be developed.

[21] Emotional priming of mobile text messages with ring-shaped wearable device using color lighting and tactile expressions 4. Beyond Smartphones / Pradana, Gilang Andi / Cheok, Adrian David / Inami, Masahiko / Tewell, Jordan / Choi, Yongsoon Proceedings of the 2014 Augmented Human International Conference 2014-03-07 p.14
ACM Digital Library Link
Summary: In this paper, as a hybrid approach to place a greater emphasis on existing cues in Computer Mediated Communication (CMC), the authors explore the emotional augmentation benefit of vibro-tactile stimulation, color lighting, and simultaneous transmission of both signals to accompany text messages. Ring U, A ring-shaped wearable system aimed at promoting emotional communications between people using vibro-tactile and color lighting expressions, is proposed as the implementation method. The result of the experiment has shown that non-verbal stimuli can prime the emotion of a text message, and it can be driven into the direction of the emotional characteristic of the stimuli. Positive stimuli can prime the emotion to a more positive valence, and negative stimuli can invoke a more negative valence. Another finding from the experiment is that compared to the effect on valence, touch stimuli have more effect on the activity level.

[22] Multi-touch steering wheel for in-car tertiary applications using infrared sensors 7. Driving / Koyama, Shunsuke / Sugiura, Yuta / Ogata, Masa / Withana, Anusha / Uema, Yuji / Honda, Makoto / Yoshizu, Sayaka / Sannomiya, Chihiro / Nawa, Kazunari / Inami, Masahiko Proceedings of the 2014 Augmented Human International Conference 2014-03-07 p.5
ACM Digital Library Link
Summary: This paper proposes a multi-touch steering wheel for in-car tertiary applications. Existing interfaces for in-car applications such as buttons and touch displays have several operating problems. For example, drivers have to consciously move their hands to the interfaces as the interfaces are fixed on specific positions. Therefore, we developed a steering wheel where touch positions can correspond to different operating positions. This system can recognize hand gestures at any position on the steering wheel by utilizing 120 infrared (IR) sensors embedded in it. The sensors are lined up in an array surrounding the whole wheel. An Support Vector Machine (SVM) algorithm is used to learn and recognize the different gestures through the data obtained from the sensors. The gestures recognized are flick, click, tap, stroke and twist. Additionally, we implemented a navigation application and an audio application that utilizes the torus shape of the steering wheel. We conducted an experiment to observe the possibility of our proposed system to recognize flick gestures at three positions. Results show that an average of 92% of flick could be recognized.

[23] SpiderVision: extending the human field of view for augmented awareness 8. Super Perception / Fan, Kevin / Huber, Jochen / Nanayakkara, Suranga / Inami, Masahiko Proceedings of the 2014 Augmented Human International Conference 2014-03-07 p.47
ACM Digital Library Link
Summary: We present SpiderVision, a wearable device that extends the human field of view to augment a user's awareness of things happening behind one's back. SpiderVision leverages a front and back camera to enable users to focus on the front view while employing intelligent interface techniques to cue the user about activity in the back view. The extended back view is only blended in when the scene captured by the back camera is analyzed to be dynamically changing, e.g. due to object movement. We explore factors that affect the blended extension, such as view abstraction and blending area. We contribute results of a user study that explore 1) whether users can perceive the extended field of view effectively, and 2) whether the extended field of view is considered a distraction. Quantitative analysis of the users' performance and qualitative observations of how users perceive the visual augmentation are described.

[24] Move-it sticky notes providing active physical feedback through motion In focus or not? / Probst, Kathrin / Haller, Michael / Yasu, Kentaro / Sugimoto, Maki / Inami, Masahiko Proceedings of the 2014 International Conference on Tangible and Embedded Interaction 2014-02-16 p.29-36
ACM Digital Library Link
Summary: Post-it notes are a popular paper format that serves a multitude of purposes in our daily lives, as they provide excellent affordances for quick capturing of informal notes, and location-sensitive reminding. In this paper, we present Move-it, a system that combines Post-it notes with a technologically enhanced paperclip to demonstrate how a passive piece of paper can be turned into an "active" medium that conveys information through motion. We present two application examples that investigate the applicability of Move-it sticky notes for ambient information awareness. In comparison to existing notification systems, experimental results show that they reduce negative effects of interruptions on emotional state and performance, and provide unique affordances by combining advantages of physical and digital systems into a novel active paper interface.

[25] Cuddly: Enchant Your Soft Objects with a Mobile Phone Long Presentations / Low, Suzanne / Sugiura, Yuta / Fan, Kevin / Inami, Masahiko Proceedings of the 2013 International Conference on Advances in Computer Entertainment 2013-11-12 p.138-151
Keywords: Soft objects; mobile phone based computing; camera-based measurement; flash light
Link to Digital Content at Springer
Summary: Cuddly is a mobile phone application that will enchant soft objects to enhance human's interaction with the objects. Cuddly utilizes the mobile phone's camera and flash light (LED) to detect the surrounding brightness value captured by the camera. When one integrate Cuddly with a soft object and compresses the object, the brightness level captured by the camera will decrease. Utilizing the measurement change in brightness values, we can implement diverse entertainment applications using the different functions a mobile phone is embedded with, such as animation, sound, Bluetooth communication etc. For example, we created a boxing game by connecting two devices through Bluetooth; with one device inserted into a soft object and the other acting as a screen.
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