Invented by Cherif Atia Algreatly, Individual

Nanotechnology has been a buzzword in the world of science and technology for quite some time now. It is a field that deals with the manipulation of matter on an atomic and molecular scale. One of the most promising applications of nanotechnology is in the field of clothing. Nanotechnology clothing is a type of clothing that is embedded with nanoscale devices and materials that can interact with the human body and the environment. In recent years, there has been a growing market for nanotechnology clothing for human computer interaction. Human computer interaction (HCI) is the study of how people interact with computers and other digital devices. With the increasing use of digital devices in our daily lives, the need for better HCI has become more important than ever. Nanotechnology clothing for HCI is a new and exciting field that has the potential to revolutionize the way we interact with computers and other digital devices. One of the key features of nanotechnology clothing for HCI is the ability to sense and respond to the environment. For example, a nanotechnology shirt could be embedded with sensors that can detect changes in temperature, humidity, and other environmental factors. This information can then be used to adjust the temperature and humidity of the shirt to provide maximum comfort to the wearer. Another important feature of nanotechnology clothing for HCI is the ability to interact with digital devices. For example, a nanotechnology glove could be embedded with sensors that can detect hand movements and gestures. This information can then be used to control digital devices such as smartphones, tablets, and computers. This would eliminate the need for traditional input devices such as keyboards and mice, making the interaction between humans and computers more natural and intuitive. The market for nanotechnology clothing for HCI is still in its early stages, but it is expected to grow rapidly in the coming years. The demand for better HCI is increasing, and nanotechnology clothing is seen as a promising solution to this problem. The market for nanotechnology clothing for HCI is expected to be driven by the healthcare, sports, and entertainment industries. In the healthcare industry, nanotechnology clothing for HCI could be used to monitor the health of patients. For example, a nanotechnology shirt could be embedded with sensors that can detect changes in heart rate, blood pressure, and other vital signs. This information can then be transmitted to healthcare professionals in real-time, allowing for early detection and treatment of health problems. In the sports industry, nanotechnology clothing for HCI could be used to monitor the performance of athletes. For example, a nanotechnology shirt could be embedded with sensors that can detect changes in muscle activity and body temperature. This information can then be used to optimize training programs and prevent injuries. In the entertainment industry, nanotechnology clothing for HCI could be used to create immersive experiences for audiences. For example, a nanotechnology suit could be embedded with sensors that can detect movements and gestures. This information can then be used to control virtual reality environments, creating a more realistic and engaging experience for users. In conclusion, the market for nanotechnology clothing for HCI is a promising and exciting field that has the potential to revolutionize the way we interact with computers and other digital devices. The demand for better HCI is increasing, and nanotechnology clothing is seen as a promising solution to this problem. The market for nanotechnology clothing for HCI is expected to grow rapidly in the coming years, driven by the healthcare, sports, and entertainment industries.

The Individual invention works as follows

The present invention discloses nanotechnology clothes in the form a glove or shirt, pants, or suits that can be worn by a user to track different parts of their body. This tracking allows the computer to receive an instant input that represents an interaction with the computer application, or a simulation in 3D of the body movement. “The present invention can be used with mobile phones, computers and head-mounted displays for a variety gaming, entertainment, sporting and medical applications.

Background for Nanotechnology clothing for human computer interaction

Piezoelectricity” is a well known effect whereby stretching or compressing the material will cause it to generate a voltage. The reverse occurs when a voltage is applied, causing it to contract or expand. The use of molybdenum diulfide or other two-dimensional materials with a few atomic layers can be used to create new electronic devices that are mechanically controlled. One layer of atoms can create wearable nanotechnology devices that are optically transparent, ultra-light, and highly bendable and flexible during use. The U.S. Department of Energy’s Office of Basic Energy Sciences, BES (No. The study was supported by the U.S. Department of Energy (DOE), Office of Basic Energy Sciences (BES) (No.

Scientists believe that nanotechnology clothes could revolutionize the way people interact with mobile phones, computers and optical head mounted displays. Nanotechnology clothing in the form of a computer gloves could eliminate the need for other computer input devices, such as keyboards, touchscreens or gesture tracking cameras. Nanotechnology clothing could also be used as a wearable suit to track motions of users. This would eliminate the need for conventional motion tracking techniques. This includes optical systems using tracking cameras and magnetic systems using magnetic sensors.

There has never been a single system or method that uses nanotechnology clothing in order to achieve these goals or objectives. The use of nanotechnology clothing for wearable computer input will revolutionize the way that we interact with our computers, mobile devices, and optical head mounted displays. “Productivity and communication can therefore be improved dramatically.

The present invention discloses wearable nanotechnology clothes for human-computer interactions. In one embodiment, wearable gloves capture motions of the user’s fingers or hands and send an instant computer input to the computer system. This represents an interaction with computer applications. The user can now interact with computer, mobile phones or tablets or optical head mounted displays without having to use a touchscreen or tracking camera.

In another embodiment, this invention can be worn by the user in order to track their body motion. This has many computer applications, including in entertainment, gaming and sports, as well as medical and robotics. In filmmaking, for example, the invention can be used in order to record human actor actions and then transpose this information in order to create animated digital characters in three dimensions. The present invention allows game developers to manipulate the virtual character’s three-dimensional movements on a computer screen in order to simulate the body movement of the player during martial arts moves, sports, or other gaming activities. In medical applications the invention can be used for tracking the motion of patients while they are undergoing rehabilitation, and presenting a simulation on a computer screen to aid in medical analysis and tracking.

Generally, the present invention has the advantage that motion can be accurately captured regardless the location of the user or the light exposure. The present invention, for example, can capture a user’s underwater motion when they are diving or swimming. The present invention also captures the motion of the user in darkness, whether indoors or outside, while they sleep, walk or do other activities. Wirelessly, the tracked data is sent in real time to an electronic device, such as a mobile phone, tablet, or computer. It can also be stored and transferred later to a PC. This data can be used to simulate the shape and movement of a user’s body.

Overall the Summary above is intended to introduce concepts in a simplified format that are described further below in the Detailed description.” This summary is not meant to identify the key features or essential elements of the claimed matter. Nor is it meant to be used to determine the scope of claimed subject matter.

According to a particular embodiment of the invention, FIG. The first figure shows a configuration of a molybdenum diulfide (MoS2) atomically thin 110 material that is designed to be worn by a finger 120. This atomically thin, optically transparent material is extremely light and bendable. FIG. FIG. When the finger bends, the stretching of atomically-thin material occurs due to the stretching of skin on the top of the finger. The compression of atomically-thin material occurs because the skin on bottom of finger is compressed when the finger bends.

When the finger bends, “a tension force is applied on the stretched area and a compressive force is applied on the compressed area.” As is known to the art, at this point, each layer of atoms is squeezed out as it’s being stretched. The positive and negative polarized charge magnitude represents the amount of stretching and compression of atomically thin materials, which represents also the degree of finger bending or rotation angles of finger joints.

Sensing the unique magnitudes of positive and negative polarized charge and capturing the image of the finger bending when each unique magnitude occurs allows us to interface with computers intuitively. The database is created by storing each unique magnitude of positive and negative charges that accompany a specific finger bend. Once the finger has been bent, each unique finger bend is associated with a specific computer input. The polarizing sensor detects the magnitude of positive and negative charges. This is compared to the database in order to determine which finger bend corresponds with the magnitude. The computer is then provided with the input of the finger bend to interact with the application displayed on the display.

According to the above description in one embodiment of the present invention, a computer-input method is disclosed that comprises: sensing each unique size of the positive and negatively polarized charges created on an atomically fine material attached to a hand; associating each distinct size with a corresponding bend to the finger; associating this corresponding finger bend with a computing input to be given to a system after each unique scale has been sensed.

Using the invention with just one finger allows a variety of computer inputs for the computer system.” The present invention can be used with all ten fingers of the hand to provide a wide variety of computer inputs. The present invention is two gloves worn by the user to detect their ten fingers. In one embodiment, computer input is provided by the invention in the form of letters, numbers, or signs. This replaces the use of a keyboard or virtual keyboard on a touch screen. The user can then type using their hands without needing a surface or desk to support them. The user can type while walking, lying down, or even away from the computer.

In another embodiment, the unique computer inputs provided by the invention represent invoking a command program to perform a specific action on the computer screen, similar to functions of MICROSOFT OFFICE, GOOGLE CROME keyboard shortcuts and the like. In another embodiment, computer inputs provided by the invention represent an interaction with the graphical user interface (GUI) of a GPS system or radio of a vehicle. The user can use the GPS of the car or the Radio while driving. In another embodiment, computer input is used to interact with a game displayed on a digital screen. It eliminates the need to use a keyboard or game controller in order to interact with different gaming applications.

In one embodiment, this invention is used to allow the user to interact with digital data displayed on an optical head mounted display. This is a very useful use of the invention, since users of optical head mounted displays are unable to operate traditional computer input devices like keyboards, touchscreens or computer mice while standing or walking. In such a situation, the use of the present invention eliminates the requirement for a tracking device to track the movement of the user’s hand. This invention also eliminates the need for a voice recognition system in order to interact vocally using the optical head mounted display. This greatly improves the interaction between users and modern optical head mounted displays for gaming, entertainment and military applications.

Overall the same concept that detects a finger bending movement to interact with a PC can be used to sense the joint rotation or motion of different parts of the human body. As an example, FIG. The present invention can be used to detect joint rotation of the forearm. In the figure it is shown that the elbow joint on the left forearm was rotated, while the right forearm was straightened. Using this method, it is possible to determine the exact rotation of the left forearm and provide an immediate input to the computer system. Also, FIG. The present invention can be used to cover a user’s thighs 180 and legs 190. It also covers the feet 200. The figure shows that the rotation of joints between the thigh, leg, and foot can be detected, as well as the toes. This information is used to input to a computer the movement of these parts of a user’s body.

FIG. The present invention is used to detect motion in a body of a user. The figure shows that the rotation or motion of joints of most of a user’s body, including, but not limited, to the legs, arms, and shoulders, can be detected. This detection can be used in computer, gaming, and filmmaking applications. The motion detection of the user’s fingers or hand in the air, on a surface, can be interpreted as an immediate computer input, such as a keyboard keystroke, touchscreen interaction, or a mouse movement. In such cases, the user will hold their hand like a computer input device, and the detection of that movement will provide an immediate computer output to the computer system. This is similar to the output from a traditional computer input device. The user can interact with a mobile phone, a tablet computer and an optical head mounted display without using a computer input device.

The present invention allows communication between a computer system and a variety of everyday tools, without the need for additional connections. The present invention allows the user to use a normal pen as an input device for a computer. The present invention can detect the hand/finger movements of the user and provide immediate text input for the computer system. The present invention also allows a user to convert a normal computer screen into a touchscreen. By moving their finger, the user can point at any icon or menu displayed on the computer display and the display will act as if it was a touchscreen. This is achieved by detecting user hand/finger movement relative to the dimensions and position of the computer display to manipulate icons or menus in response to the user’s finger/hand movements.

Furthermore, the present invention provides a warning tool that can alert users when their body moves in an awkward position while performing different activities, such as sleeping or working out or lifting heavy objects, which could cause injury to their back or other parts of their body. The user is alerted to the risky movement by detecting each part of their body, comparing the data to a database which associates the risky movements with warning messages. The warning message may be in the form a voice or sound generated by the mobile phone or digital text displayed on the display of the mobile phone. The present invention can be wirelessly linked to a mobile or other electronic devices, such as an optical display head-mounted.

The present invention is also a great tool to use in 3D movies production techniques. It allows you to easily capture different movements of performers, and then emulate or copy them into a 3D character’s movement. The present invention can be used in a variety of applications for sports analysis and training. It provides the computer with data that simulates the movements made by the user while performing different sports such as shooting the ball into the net in a soccer match or swimming. To recognize mistakes, the user can see the computer simulation of such details. The present invention also facilitates analysis of the game by capturing the motion data of players.

The present invention allows for remote interactive virtual sports, in which two or more participants can compete and participate remotely. This is possible because the motions of each player are detected by the computer, which can be connected via the Internet, to transmit the actions to other players in different locations. This allows the participation of multiple participants in different geographic locations.

The main advantage of this invention is the accurate capture of a user’s movements, regardless of their location or lighting conditions. Wirelessly, the tracked data is sent in real time to an electronic device, such as a mobile phone, tablet or computer. It can also be stored and transferred later to the device. This data is used to simulate the shape and movement of the user’s entire body in three dimensions on the device display.

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