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Beauty Technology

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Beauty technology are wearable devices that act as removable and hidden electronics attached to body surfaces enabling wearers to interact with the digital world without interfering in everyday activities. In particular, the term includes electronics embedded into beauty products. Common beauty products are easy to attach and remove, are designed ergonomically for human bodies, are widely available and their main goal is to enhance physical appearance. This work adapted beauty products and embedded electronics for increasing the possibilities for wearers to interact with the world. False eyelashes, false nails, conductive makeup and capacitance tattoos are some examples of beauty products that were adapted with electronic components in order to create actuators that communicate with the wearer, other objects and the virtual world.

Beauty technology gives wearers the opportunity to experiment in the customization of these techno-sensual objects, highlighting their personalities and even more, keeping the mystery of hidden technology, changing its appearance each day. They could play changing the makeup color and eyeliner intensity, nail polish and decoration but the functionality is kept. Unlike other facial expression wearables, beauty technology products do not make use of video cameras, electromyogram or galvanic skin response. They minimize the use of intrusive devices on the face, giving the wearer the possibility of motion and without distracting the wearer's attention away from their daily life activities.

Blinklifier


Blinklifier is a wearable computer that amplifies human blinking and minimizes the use of intrusive devices on the face such as heavy glasses and electromyography. It follows the natural eye muscles' contractions, extending that motion into a visible light array that changes pattern depending on the blinking gesture. Fake eyelashes were metalized to capture the blinking motion and a conductive material was used as eyeliner to connect the eyelashes with the wearable device. Blinklifier uses LEDs to create the blinking patterns in the headpiece and is prototyped using an Arduino microcontroller.


Superhero

Students were challenged to celebrate TEI creativity with a game or performance at the TEI 2013 Design Challenge. A Superhero that levitates an object by blinking was presented. It made used of conductive makeup and black false eyelashes that the wearer could levitate objects with blinking. Eyelashes worked like switches that were connected to a circuit that sends signals via a Zigbee radio to a nearby Superhero Handbag. This bag contained the Zigbee receiver radio for understanding the Superhero blinking. Accordingly, animated images were displayed (POW, Bam, Zap) or infrared commands, decoded from a remote controller’s protocol, were reproduced in order to make an object fly.

This project was the winner of the Design Challenge.

Superhero Superhero2

Abrete Sesamo

Abrete Sesamo was inspired in the Ali Baba story that a cave that has a treasure just could be opened with the words "iftah ya simsim" (commonly written as "Open Sesame" in English and “Ábrete Sésamo” in Spanish). In our project, a secret combination of finger movements could open the door. RFID glass capsule tags were inserted into gel nails and they were hidden with nail polish and decorative crystals. A RFID reader gets the combination and transmits to the microprocessador that controls the door. If the combination is correct, the door is unlocked.

RFIDnails

RFIDnails2

Twinkle Nails

Twinkle Nails is a musical instrument that is played without touching any object. Twinkle Nails made use of a hidden RFID reader for getting the notes and translating them to music. A RFID is embedded in each nail that represent a diferent note.


Please, cite this publication to refer this dataset and literature review


Flanagan, P.J.; Vega, K.; Fuks, H. Blinklifier: The power of feedback loops for amplifying expressions through bodily worn objects . Proceedings of APCHI 2012, The 10th Asia Pacific Conference on Computer Human Interaction, Volume 2, pp. 641-642. Matsue: 2012. ISBN 978-4-9906562-0-1.

Vega, K.;Exploring the power of feedback loops in wearables computers. Proceedings of 7th International Conference on Tangible, Embedded and Embodied Interaction , pp. 371-372. Barcelona: ACM, 2013. ISBN 978-1-4503-1898-3. DOI: 10.1145/2460625.2460699.




Collaborators:


- Katia Canepa Vega (kvega inf puc-rio br)
- Hugo Fuks