Chapter 1: Wearable Computing. Wearable Computing Introduction Introduction Operational modes of wearable computing Operational modes of wearable computing.

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Presentation transcript:

Chapter 1: Wearable Computing

Wearable Computing Introduction Introduction Operational modes of wearable computing Operational modes of wearable computing Six attributes of wearable computing Six attributes of wearable computing Fundamental issues Fundamental issues Aspects of wearable computing and personal empowerment Aspects of wearable computing and personal empowerment

Introduction Wearable computer: Wearable computer: a computer, worn and controlled by a user, that is always on and always accessible. a computer, worn and controlled by a user, that is always on and always accessible. user can always enter and execute commands, even while walking around or doing other activities. user can always enter and execute commands, even while walking around or doing other activities. reconfigurable as the familiar desktop reconfigurable as the familiar desktop intertwined with its wearer – human & computer synergy. intertwined with its wearer – human & computer synergy. has three basic modes of operation and six fundamental attributes. has three basic modes of operation and six fundamental attributes.

Operational modes of wearable computing Three basic modes of operations: Three basic modes of operations: Constancy Constancy Augmentation Augmentation Mediation Mediation

Operational modes of wearable computing Constancy: Constancy: the computer runs continuously, and is always ready to interact with the user. the computer runs continuously, and is always ready to interact with the user. it doesn’t need to be opened up and turned on prior to use like laptop & PDA. it doesn’t need to be opened up and turned on prior to use like laptop & PDA. the signal flow from human to computer, and computer to human, runs continuously to provide a constant user interface (figure 1). the signal flow from human to computer, and computer to human, runs continuously to provide a constant user interface (figure 1).figure 1figure 1

Figure 1

Operational modes of wearable computing Augmentation: Augmentation: wearable computing is based on the notion that computing is NOT the primary task. wearable computing is based on the notion that computing is NOT the primary task. assumption: assumption: the user will be doing something else at the same time as doing the computing and the computer should serve to augment the intellect, or augment the senses (figure 2). the user will be doing something else at the same time as doing the computing and the computer should serve to augment the intellect, or augment the senses (figure 2).figure 2figure 2

Figure 2

Operational modes of wearable computing Mediation: Mediation: the wearable computer can encapsulate us (figure 3). the wearable computer can encapsulate us (figure 3).figure 3figure 3 need not to completely enclose us but greater than portable computer. need not to completely enclose us but greater than portable computer. two aspects to this encapsulation: two aspects to this encapsulation: solitude solitude privacy privacy

Figure 3

Operational modes of wearable computing Solitude: Solitude: function as an information filter, and allow us to block out material we might not wish to experience. function as an information filter, and allow us to block out material we might not wish to experience. Privacy: Privacy: block or modify information leaving our encapsulated space. block or modify information leaving our encapsulated space.

Operational modes of wearable computing Mediation (cont…): Mediation (cont…): To make the signal flow more explicit, the computer and human are depicted as two separate entities within an optional protective shell, which may be removed or partially removed if a mixture of augmented and mediated interaction is desired (figure 4). To make the signal flow more explicit, the computer and human are depicted as two separate entities within an optional protective shell, which may be removed or partially removed if a mixture of augmented and mediated interaction is desired (figure 4).figure 4figure 4

Figure 4

Operational modes of wearable computing Wearable computing is a framework for enabling various degrees of each of these three fundamental modes of operation. Wearable computing is a framework for enabling various degrees of each of these three fundamental modes of operation. The space of possible signal flows giving rise to this entire space of possibilities (figure 5). The space of possible signal flows giving rise to this entire space of possibilities (figure 5).figure 5figure 5 The signal paths typically each, in fact, include multiple signals, hence multiple parallel signal paths are depicted in figure 5 to make this plurality of signals explicit. The signal paths typically each, in fact, include multiple signals, hence multiple parallel signal paths are depicted in figure 5 to make this plurality of signals explicit.figure 5 figure 5

Figure 5

Six attributes of wearable computing Attributes = Signal Paths. Attributes = Signal Paths. Six of them from human's point of view: Six of them from human's point of view: Unmonopolizing Unmonopolizing Unrestrictive Unrestrictive Observable Observable Controllable Controllable Attentive Attentive Communicative Communicative

Unmonopolizing of the user's attention Doesn’t cut you off from the outside world like a virtual reality game. Doesn’t cut you off from the outside world like a virtual reality game. Do other things while using the apparatus. Do other things while using the apparatus. Computing is secondary activity, not the main focus. Computing is secondary activity, not the main focus. Provide mediation to sensory capabilities (augment, alter, diminish). Provide mediation to sensory capabilities (augment, alter, diminish).

Unrestrictive to the user Ambulatory, mobile, roving. Ambulatory, mobile, roving. Can do other things while using it. Can do other things while using it. E.g.: typing while jogging E.g.: typing while jogging

Observable by the user Can get your attention continuously if necessary (constantly perceptible). Can get your attention continuously if necessary (constantly perceptible). Within reasonable limits. Within reasonable limits. E.g.: Might not see the screen while blink or look away momentarily. E.g.: Might not see the screen while blink or look away momentarily.

Controllable by the user Responsive: Responsive: can grab control of it at any time. can grab control of it at any time. can manually override automatic process and take control. can manually override automatic process and take control. E.g.: a big HALT button, for use when an application mindlessly opens all 50 documents that were highlighted when you accidentally pressed Enter, would make a computer more controllable E.g.: a big HALT button, for use when an application mindlessly opens all 50 documents that were highlighted when you accidentally pressed Enter, would make a computer more controllable

Controllable by the user Infinitely-often-controllable: Infinitely-often-controllable: there is always a potential for manual override which need not be always exercised. there is always a potential for manual override which need not be always exercised.

Attentive to the environment Environmentally aware, multimodal, multi- sensory. (this ultimately increases the user's situational awareness). Environmentally aware, multimodal, multi- sensory. (this ultimately increases the user's situational awareness).

Communicative to others Can be used as a communications medium whenever necessary. Can be used as a communications medium whenever necessary. Expressive: Expressive: allows the wearer to be expressive through the medium. allows the wearer to be expressive through the medium. Either a direct communications medium to others, or as means of assisting the production of expressive media (artistic or otherwise) Either a direct communications medium to others, or as means of assisting the production of expressive media (artistic or otherwise)

Six attributes of wearable computing Implied by the stated six properties is that it must also be: Implied by the stated six properties is that it must also be: Constant Constant Personal Personal

Constant Always on, running, and ready. Always on, running, and ready. May have "sleep modes" but is never "dead” May have "sleep modes" but is never "dead”

Personal Human and computer are easily intertwined Human and computer are easily intertwined Prosthetic: Prosthetic: can adapt to it so that it acts as a true extension of mind and body. can adapt to it so that it acts as a true extension of mind and body. after time you forget that you are wearing it. after time you forget that you are wearing it. Assertive: Assertive: resists, if you wish, prohibition or requests by others for removal. resists, if you wish, prohibition or requests by others for removal.

Personal Private: Private: others can't observe or control it unless you let them. others can't observe or control it unless you let them. others can't determine system status unless you want them to. others can't determine system status unless you want them to. E.g.: e.g. the clerk at the refund counter in a department store where photography is prohibited can't tell whether or not you are transmitting wireless video to a spouse for remote advice. E.g.: e.g. the clerk at the refund counter in a department store where photography is prohibited can't tell whether or not you are transmitting wireless video to a spouse for remote advice.

Fundamental issues Wearable computing fundamental paradigm shift is about personal empowerment. Wearable computing fundamental paradigm shift is about personal empowerment. Historical context: Historical context: Horses in military  difficult to fight while on horse. Horses in military  difficult to fight while on horse. Invent stirrup  easy to fight but ordinary people mastered the art of fighting on horseback Invent stirrup  easy to fight but ordinary people mastered the art of fighting on horseback Invent guns  ordinary people powerless against military Invent guns  ordinary people powerless against military

Fundamental issues Historical context (cont..): Historical context (cont..): Guns became cheap  everyone can afford it. Guns became cheap  everyone can afford it. The shift from guns to cameras and computers : The shift from guns to cameras and computers : Wars are fought with information (surveillance and mass media). Wars are fought with information (surveillance and mass media). Department stores are protected with security cameras (see less guns and more surveillance cameras Department stores are protected with security cameras (see less guns and more surveillance cameras

Fundamental issues The shift from draconian punishment to micro management: The shift from draconian punishment to micro management: punishments were extremely severe  crucified, whipped and etc. punishments were extremely severe  crucified, whipped and etc. evolve to less severe  locked in a cell, prison lecturers and etc. evolve to less severe  locked in a cell, prison lecturers and etc. arrive at a system of social control characterized by total surveillance and micro-- punishments  too weak to call punishment arrive at a system of social control characterized by total surveillance and micro-- punishments  too weak to call punishment

Fundamental issues Fundamental issues of wearable computing: Fundamental issues of wearable computing: personal empowerment  through its ability to equip the individual with a personalized, customizable information space, owned, operated, and controlled by the wearer. personal empowerment  through its ability to equip the individual with a personalized, customizable information space, owned, operated, and controlled by the wearer.

Aspects of wearable computing and personal empowerment Photographic memory: Photographic memory: Perfect recall of collected information Shared memory: so that one may have a recall of information that one need not have experienced personally Individuals may share their recorded experiences so that one may have a recall of information that one need not have experienced personally. Connected collective humanistic intelligence: Connected collective humanistic intelligence: two or more individuals while doing other primary tasks. Facilitate collaboration between two or more individuals while doing other primary tasks.

Aspects of wearable computing and personal empowerment Personal safety: Personal safety: In contrast to a centralized surveillance network built into the architecture of the city, a personal safety system is built into the architecture (clothing) of the individual. In contrast to a centralized surveillance network built into the architecture of the city, a personal safety system is built into the architecture (clothing) of the individual. Can allow for distributed protection from danger. Tetherless operation: Tetherless operation: Affords and requires mobility. from the need to be connected by wire to an electrical outlet, or communications line. Provide freedom from the need to be connected by wire to an electrical outlet, or communications line.

Aspects of wearable computing and personal empowerment Quality of life: Quality of life: capable of enhancing day-to-day experiences, not just in the workplace, but in all facets of daily life. capable of enhancing day-to-day experiences, not just in the workplace, but in all facets of daily life. it has the capability to enhance the quality of life for many people. it has the capability to enhance the quality of life for many people.

Aspects of wearable computing and personal empowerment Synergy: Synergy: produce a synergistic combination of human and machine. produce a synergistic combination of human and machine. often called Humanistic Intelligence (HI). often called Humanistic Intelligence (HI). Human and computer no longer feels as if it is a separate entity. Human and computer no longer feels as if it is a separate entity.