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The Challenges of Wearable Computing Thad Starner Georgia Institute of Technology IEEE MICRO JULY-AUGUST 2001 Presenter : Chanmin Park ( 박 찬 민 ) SNU CARES lab. (cmpark@davinci.snu.ac.kr) 2005. 11. 14.
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Contents Introduction What is wearable computing? Why use wearable computers? Challenges Power use Heat dissipation Networking Privacy Interface design Intellectual tools Facilitating collaboration Tailoring augmented-reality systems Conclusion
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Introduction
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What is wearable computing Wearable computing Not only devices, but also interface “User’s constant companion” key attributes Persist and provide constant access to information Everyday and continuous use mobile, unobtrusive Sense and model context Observer and model (learn) user’s environment (state) Adapt interaction modalities based on the user’s context Adapt its input/output modalities automatically at the time Augment and mediate interactions with the user’s environment Mediate between automation and the user Interruption management
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Why use wearable computers? Devices with very similar components differs the interface and the application software CPU, memory, screen, keyboard, wireless modem, battery, etc Eliminate cost, weight and redundancy Mediate interactions between app and the user Consistent interface Aid communication Machine translation Interruption management (ex, call) Provide context-sensitive reminders Intelligent assistant Augment reality
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Challenges Power use Cost, size, and weight for the battery before designing Power supply/dissipation becomes more complicated Long lasting power supply (ex. Plutonium-238 in pacemaker) Chemical batteries Rechargeable batteries Inductive charger hidden in the surface of bedrooms dresser, closet, hanger Generate power from human actions or environment Radio transmission (milli-watt-level power) In on-body wireless networking system, base unit can provide power Heat dissipation MIPS per watt Cooling (< 40°) Processors exceeding the 40W range cost an additional US dollar per watt per chip Using user’s thermal environment Aggressively thermal regulation Phase-change materials
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Challenges Networking Wireless mobile devices Bits per second per watt Three types of networking Off-body communications Mobile devices fixed infrastructure Coverage problem Employ automobiles as repeaters Caching On-body communications Bluetooth Privacy : Personal Area Network (Zimmerman) Communicating with near-body objects Radio/infrared transceivers (ex. RFID, Locust) Interoperability Downloading appropriate software
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Challenges Privacy Privacy ≠ security Individual’s right to control the collection and use of personal information Barriers for protecting privacy Physical Physical barrier between data and potential abusers Technological Encryption and biometric identifiers (fingerprints, iris scan, etc) Legislative Social Obscuring
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Challenges Interface design Human & computer interaction Human-computer interface, psychophysics, human factors, ergonomics, industrial design, and fashion, etc. Clothing, design, and fashion Science + engineering + design + fashion Peripheral interfaces: Making simple things simple and complex things possible Portability / Usability / unobtrusiveness
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Challenges Intellectual tools “Lets the user concentrate on a primary task while the wearable provides information support” Note taking and immediacy of interface Head-up display & one-handed keyboard Perception and context Retrieve the context in which notes were taken Just-in-time information Make capturing information indexed and retrievable in a timely fashion based on current context Presenting information Rhodes : “software that proactively retrieves and presents information based on a person’s local context in an accessible yet nonintrusive manner” Ex) Remembrance Agent
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Challenges Facilitating collaboration Aid communication and collaboration Collaborative primitives (Kortuem) Remote awareness Presence Presentation Pointing Manipulation Negotiation for cooperation Tailoring augmented-reality systems Overlays information on the physical world Ex) x-ray, web icon (link)
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Conclusion Wearable computing pursues an interface ideal Constant access to information services Senses and models context Augments and mediates the user’s interactions with the environment Interacts seamlessly with the user Much works Perception on the body (new sensors) Low-attention interfaces personal head-up display User modeling (predict user’s future needs) Ubiquitous? / Wearable?
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Q & A
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