Alternative+Devices

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=__ **Description** __=
 * "Alternative Devices" is a broad term, referring to technology aimed at increasing a user's ability to manipulate data or other digital signals through natural or intuitive motions, rather than the conventional keyboard/mouse/gaming controller/remote control. There is close connection between alternative devices and assistive technology, which allows individuals to perform tasks that they might not normally be able to accomplish on their own; many assistive technologies can also be classified as alternative devices. However, alternative devices can also be used to collect biometric data for medical or lifestyle management; can allow users to play games or control other entertainment devices through gestures, voice commands, or brainwaves; and transform a user's physical world into an interactive digital environment through innovative combinations of cameras, mirrors, projectors, and other sensing devices.

Advances in alternative devices will have lasting effects in a wide variety of fields, including education, gaming, entertainment, mobile device development, medicine, neurology, ergonomics, and more. || || =__ Types of Alternative Devices __=
 * __**Brainwave Control**__: technologies controlled by a user's brainwaves. Requires the use of a headset. Mindflex is an example of a game that is powered by brainwaves.


 * __**Hand / Gesture / Body Control**__: technologies controlled by a user's hands (through conventional typing movements, pointing, tapping, or gestures) or some or all of their body. Microsoft's Kinect is an example of a full-body video game controller.


 * __**"Other" Control**__: many other technologies, including assistive technologies, rely on other user inputs: if user can perform a behavior, that behavior could be used to control a device. Such behaviors could include speaking, moving the head, blinking or moving the eyes, moving the tongue, blowing or sucking air, biting, or contracting a muscle group. As an example, here is a profile of a Corvette that has been adapted for use by a quadriplegic, and is controlled by head movements and biting.

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=__ Applications and Examples of Alternative Devices __=
 * __**Workplace / Productivity / Education Applications****:**__ Mostly used for entering and manipulating data in classroom and corporate environments.
 * voice recognition software
 * device-to-device communication
 * __**Mobility/Assistive Technology****:**__ Used to aid persons with physical disabilities in their day-to-day lives. Depending on the person's specific disability, the technology could help with physical mobility, communication, or interacting with other technology in the surrounding environment.
 * sniff controller
 * eye-tracking
 * tongue-controlled VR game for quadriplegics
 * __**Biometric Sensors:**__ Used to passively collect information on the wearer's heart rate, temperature, movement, brain waves, and more. This data could then be uploaded to an app, shared with a physician, and/or used to make decisions on medical or lifestyle questions.
 * NeuroSky
 * FitBit
 * __**Entertainment/Lifestyle Technology:**__ Technology that allows users to control their televisions, computers, or other entertainment devices without using a conventional remote control or keyboard/mouse combination.
 * Ring
 * Nod
 * Flowton Gestural Control
 * Apple's gestural TV Control
 * Mind-Controlled TV
 * __**Gaming:**__ Technology for playing (or enhancing the play of) games in either the digital or physical worlds.
 * Emotiv
 * MindFlex
 * Kinect
 * LeapMotion
 * Peregrine Gesture Gloves
 * __**Virtual Reality:**__ Technology that allows users to immerse themselves in a virtual world for games, training/education, or other purposes.
 * Oculus Rift
 * Virtusphere
 * Peregrine Gesture Gloves
 * __**Virtual Reality:**__ Technology that allows users to immerse themselves in a virtual world for games, training/education, or other purposes.
 * Oculus Rift
 * Virtusphere
 * Virtusphere

=__ Resources __=
 * Job Accommodation Network: @http://askjan.org/media/altinput.html