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PizzaBox: Studying Internet Connected Physical Object Manipulation based Food Ordering

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 Added by Charith Perera
 Publication date 2019
and research's language is English




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This paper presents the designing and testing of PizzaBox, a 3D printed, interactive food ordering system that aims to differ from conventional food ordering systems and provide an entertaining and unique experience when ordering a pizza by incorporating underlying technologies that support ubiquitous computing. The PizzaBox has gone through both low and medium fidelity testing while working collaboratively with participants to co-design and refine a product that is approachable to all age groups while maintaining a simple process for ordering food from start to finish. Final testing was conducted at an independent pizzeria where interviews with participants lead us to develop four discussion themes 1) usability and end user engagement, 2) towards connected real-time products and services, 3) healthy eating, 4) evolution of food ordering systems. Our interviews show that in general, PizzaBox would have a greater appeal to a younger audience by providing a fantasy of helping in the creation and baking of the pizza but also has a novelty value that all ages would enjoy. We investigate the effect that the PizzaBox has in encouraging new healthy habits or promoting a healthier lifestyle as well as how we can improve PizzaBox to better encourage these lifestyle changes.

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In this paper, we explore the potential impact of Internet of Things (IoT) technology may have on the cosplay community. We developed a costume (an IoT Skullfort) and embedded IoT technology to enhance its capabilities and user interactions. Sensing technologies are widely used in many different wearable domains including cosplay scenarios. However, in most of these scenarios, typical interaction pattern is that the costume responds to its environment or the players behaviour (e.g., colour of lights may get changed when player moves hands). In contrast, our research focuses on exploring scenarios where the audience (third party) get to manipulate the costume behaviour (e.g., the audience get to change the colour of the Skullfort using a mobile application). We believe such an audience (third party) influenced cosplay brings new opportunities for enhanced entertainment. However, it also creates significant challenges. We report the results gathered through a focus group conducted in collaboration with cosplay community experts.
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This paper presents Particle-based Object Manipulation (Prompt), a new approach to robot manipulation of novel objects ab initio, without prior object models or pre-training on a large object data set. The key element of Prompt is a particle-based object representation, in which each particle represents a point in the object, the local geometric, physical, and other features of the point, and also its relation with other particles. Like the model-based analytic approaches to manipulation, the particle representation enables the robot to reason about the objects geometry and dynamics in order to choose suitable manipulation actions. Like the data-driven approaches, the particle representation is learned online in real-time from visual sensor input, specifically, multi-view RGB images. The particle representation thus connects visual perception with robot control. Prompt combines the benefits of both model-based reasoning and data-driven learning. We show empirically that Prompt successfully handles a variety of everyday objects, some of which are transparent. It handles various manipulation tasks, including grasping, pushing, etc,. Our experiments also show that Prompt outperforms a state-of-the-art data-driven grasping method on the daily objects, even though it does not use any offline training data.
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