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Creating Experiences with Wearable Computing

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Title: Creating Experiences with Wearable Computing


1
Creating Experiences with Wearable Computing
  • Richard Hull, Josephine Reid, and Erik Geelhoed
  • Hewlett-Packard Lab, Bristol
  • 2002 IEEE , Pervasive Computing

2
Outline
  • Introduction
  • Exploring experience
  • Experiences from wearable computing application
  • Three beliefs about experience
  • Experimental Model
  • A Walk in the Wired Woods
  • User Response
  • Reflections
  • Conclusion

3
Introduction
  • Wearable Computing moves from research
    laboratories to the real world.
  • Early research focused on new types of
    device-enabled utility
  • We can get more experience outside its
    usefulness
  • We can get direct experiences and generate
    indirect experiences from using the wearable
    computing object.

4
Experience (1/2)
  • Direct Experiences
  • Comes from objects immediate characteristics,
    its appearance, ergonomics and user model.
  • Ease-of-use has long been a guiding design
    principle.
  • Indirect Experiences
  • Example
  • The fun of playing an instrument with friends
  • The pleasure of losing yourself in a good book.

5
Experience (2/2)
  • Wearable computing applications that deliberately
    aim to give their users engaging experiences
    might eventually emerge as a dominant use of the
    new technology.
  • Goal of project
  • What makes a wearable computing experience
    engaging
  • How the emerging technology might help
    systematically deliver such experience

6
Three Beliefs (1/3)
  • The First is that experience matters
  • User might significantly value wearable
    computings experiential application
  • User will encounter many wearable device while
    engaged in some ongoing experience
  • The aim must naturally be to augment rather than
    diminish these active

7
Three Beliefs (2/3)
  • Second, we can unpack experience to understand
    why they are engaging and use that to
    systematically develop applications.
  • Provisional model
  • Predicting that compelling experiences will
    likely involve stimulation of the senses and
    challenge and self expression and social
    interaction

8
Three Beliefs (3/3)
  • Third, we believe that experiential applications
    are more likely to be engaging if creative
    practitioners (artists, games designers)
    participate.

9
Simple initialization
  • Situated digital experience
  • We are concentrating on location sensitivity,
    where the users current position, path
    history,etc.
  • We use audio as the primary method of
    communicating to the user

10
A Walk in the Wired Woods (1/3)
  • Worked with artist LizMilner and musician Armin
    Elsaesser to develop an art installation.
  • The woods was installed in the atrium of the HP
    Lab building in Bristol, JanMay 2002

11
A Walk in the Wired Woods (2/3)
12
A Walk in the Wired Woods (3/3)
  • The woods demonstrates a situated soundspace
  • Users automatically receives audio content
    appropriate to their location
  • The soundspace comprises some 30 pieces of music,
    woodland sounds, and spoken narrative

13
Location Sensing (1/2)
  • Based on a system developed at the Univ. of
    Bristal
  • A radio frequency transmitter broadcasts a
    framing pulse and triggers subsequence bursts
    from a series of ultrasonic transmitters strung
    above the space

14
Location Sensing (2/2)
  • A receiver on the client device hears both the
    radio pulse and as many of the ultrasonic
    transmitters as are in range
  • Compute its position by triangulation
  • This system has proved to be both reliable and
    accurate, with a spatial resolution of around 15cm

15
Wireless network
  • The 802.11b wireless network installed throughout
    the building
  • Client uses this to access the directory server
    to discovery what digital content is situated
    nearby and to stream audio content from media
    server

16
XML description
  • A unique identifier, a channel assignment,and a
    name
  • A location and the radius of a circle of
    applicability around that location
  • The URL of the audio object associated with that
    aura
  • Knowing whether to loop audio on completion

17
Plan View (1/2)
18
Plan View (2/2)
  • Different for different channels
  • Red pieces of music
  • Blue woodland sounds
  • Black Stepping stone
  • One of numerous spoken narratives
  • Green wolf growls
  • For alerting
  • Yellow No mentioned

19
Client Device (1/2)
20
Client Device (2/2)
  • HP Pocket PC with a compact flash wireless local
    area network card
  • A small extension board to interface to the
    location sensing infrasturcture
  • Headphones containing an ultrasonic receiver

21
Steps
  • Detect its location within the exhibition-space
    using the ultrasonic positioning system
  • Interpret its location with respect to the map
    linking the physical and digital exhibition space
  • Fetch audio data (and other information) on
    demand from servers over the wireless network
  • Mix and play multiple stereo audio streams
    through headphones
  • Log the users movements around the space and the
    auras encountered

22
User response (1/2)
  • We observed that visitors typically spent around
    20 minutes in this installation
  • Blue line in plan view show s a path one visitor
    followed
  • Users feedback was overwhelmingly positive

23
User response (2/2)
  • Rank 2 list of seven items using an incomplete
    block design

24
Reflection
  • The woods gave visitors an engaging experience
    despite its simple functionality.
  • The experience model described suggest fertile
    directions along which we can orientate an
    intended experience.

25
Conclusion
  • Propose a model a walk in the wired wood to
    improve that wearable device creates experiences
    indirectly
  • It still leave lots of work to do.
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