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Page 1: Wearable Computing - cubeos.org web server ·  · 2008-02-05TZI WE ARL B Overview of the course IWhat is wearable computing? IBuilding blocks of wearable computing 1. Hard- and Software

Wearable Computing

Holger Kenn

Universität Bremen

WS 05/06

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TZI WEARLAB

Overview of the course

I What is wearable computing?I Building blocks of wearable computing

1. Hard- and Software2. Wearable Human Computer Interfaces3. Context-Aware Computing

I Wearable computing researchI Wearable computer engineering

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The Rules

1. Good scientific practice:1.1 Be precise and clear in statements. This is no literature class!1.2 Use scientific sources. (Journalistic articles aren’t. Wikipedia isn’t.)1.3 Cite! Plagiarism of ANY source is forbidden!1.4 Cooperate within limits: Talking OK, Copying not!1.5 Always use your own words.

2. Homework2.1 in groups, group size ≤ 3, no exceptions2.2 Fixed groups

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The Grading

1. Homework + Fachgespräch1.1 At least 30% of the points of each problem sheet1.2 Homework grades serve as initial group grade1.3 Individual short oral exam to verify individual contribution.

2. Modulprüfung2.1 Homework recommended but points have no influence2.2 Longer oral exam

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Introduction A short historic overview

Wearable Computing?

I Evolution of computer hardware1950s Central computing facilities, Batch processing

1960-1980 Timesharing, "‘mini"’-computers1980s Personal Computers1989 Nintendo Gameboy1990 GSM Mobile Phones1992 Apple Newton PDA

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TZI WEARLAB

Introduction A short historic overview

Wearable Computing?

I Evolution of computer hardware1992 IBM Smartphone (sold by BellSouth in 1993)1996 Digital Camcorder (Sony Digital8, MiniDV)1998 MP3 Player (MPMan, Diamond Rio,...)1999 Bluetooth SIG: Personal Area Network

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TZI WEARLAB

Introduction A short historic overview

Wearable Computing?

I Evolution of computer users1950s Experts build computers and use them1960s Computer companies: Commercial use1980s "‘Geek"’ user: Desktop, Home use (communication,

games)1990s "‘Everyone"’ user: Mass Medium (Internet, Games)2000s "‘Everywhere"’ User (Notebook, PDA, Mobile

Phone,...)

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Introduction A short historic overview

Wearable Computing?

I Evolution of computer uses1950s Special tasks, special computers1960s Business Support (Accounting)1980s Business, Information (BTX), Entertainment (video

games)1990s Information (internet), Communication (e-mail, chat)2000s Mobile information and communication, casual use

(SMS, WAP)

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Introduction A first Definition

Is this wearable computing?!?

"‘Wearable"’ mobile phone?

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Introduction A first Definition

Is this wearable computing?!?

Can you imagine hauling around a large, light-tight woodentrunk containing a co-worker or an assistant whom you take outonly for occasional, brief interaction. For each session, you wouldhave to open the box, wake up (boot) the assistant, and afterwardseal him back in the box. Human dynamics aside, wouldn’t thatperson seem like more of a burden than a help? In some ways,today’s multimedia portables are just as burdensome.

Steve Mann

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Introduction A first Definition

Is this wearable computing?!?

Socially acceptable?

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Introduction A first Definition

So what’s Wearable Computing?

I Support the user (during a primary task)I Don’t disturb the userI Provide useful functions all the time

I Seamless integrationI Into existing processes and tasksI Into environment and social context

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Examples Engineering: Symbol Wearable

An Example: Symbol Wearable

In January of 1995, a major customer, the United ParcelService (UPS), challenged Symbol Technologies to create aWearable Data Collection device for their package loaders touse.

(Stein et al: Development of a Commercially Successful WearableData Collection System, ISWC’98)

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Examples Engineering: Symbol Wearable

Symbol Wearable: Requirements

I Package loaders scan barcodes on packagesI Existing solution: Symbol APS3395 (from 1992): Three

components (Display/Keyboard, CPU, Scanner) interconnected bywires

I fatigue-free scanning, 5.5h operation timeI improve hygiene, operation, reliability

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Examples Engineering: Symbol Wearable

Symbol Wearable: Challenges

I Ergonomics and Hygiene: safe, comfortable, unobtrusiveI Miniaturisation of computer and scannerI Power management: 5.5h with single batteryI Ruggedization - Operation in hostile environment

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Examples Engineering: Symbol Wearable

Symbol Ws 1000

Image from Symbol Technology Inc.

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Examples Engineering: Symbol Wearable

Design Process

I "‘interactive design process"’: user testing, feedbackI Observation, Interviews, Scientific LiteratureI concept scetchesI creating mockupsI user tests with mockups

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Examples Engineering: Symbol Wearable

User testing and feedback

I Interviews with many users, male and femaleI Main concerns: comfort for wide range of body sizes, ruggedness,

user safety, hygiene/cleanlinessI Design challenge: One Device for different hand and arm sizes,

connecting "‘soft goods"’ to hard plastic

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Examples Engineering: Symbol Wearable

Scientific input

I Physiological studies: arm, hand, fingers in neural position most ofthe time

I Study of potential disease transmission: synthetic cloth materialsfor soft goods

I Ergonomic Evaluation in Lab: six subjects, simulation of UPStasks

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Examples Philosophy: Personal Imaging and Humanistic Intelligence

Steve Mann

Image from eyetab.org website

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Examples Philosophy: Personal Imaging and Humanistic Intelligence

Humanistic Intelligence

HI is a new information processing framework in which theprocessing apparatus is inextricably intertwined with the naturalcapabilities of our human body and intelligence. [ . . . ] Devices thatembody HI are worn continously during all facets of ordinaryday-to-day living. Thorugh long-term adaptation thex begin tofunction as a true extension of the mind and body

Steve Mann, Intelligent Image Processing

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Examples Philosophy: Personal Imaging and Humanistic Intelligence

Features of HI

I Relies on the existence of the human userI operational constancy (always on)I interactional constancy (inputs and outputs potentially always on)I HI does not necessarily mean user-friendly, user learns from the

deviceI WearComp as means of realizing HI

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Examples Philosophy: Personal Imaging and Humanistic Intelligence

WearComp Constancy

Human

Computer

Image from Steve Mann: Intelligent Image Processing, Pg 5. Fig 1.1

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Examples Philosophy: Personal Imaging and Humanistic Intelligence

WearComp Augmented Intelligence and AugmentedReality

Human

Computer

Input Output

Image from Steve Mann: Intelligent Image Processing, Pg 5. Fig 1.1

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Examples Philosophy: Personal Imaging and Humanistic Intelligence

WearComp encapsulating the user

Human

Computer

Input Output

Image from Steve Mann: Intelligent Image Processing, Pg 5. Fig 1.1

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Examples Philosophy: Personal Imaging and Humanistic Intelligence

WearComp encapsulation with Constancy and AR

Human

ComputerInput Output

Image from Steve Mann: Intelligent Image Processing, Pg 5. Fig 1.1

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Examples Philosophy: Personal Imaging and Humanistic Intelligence

Personal Imaging

Human beings optain their main sensory information from theirvisual sytem. [ . . . ] A computationally mediated visual reality is anatural extension of the next-generation computing machines. [ . . . ]This will not be done by implanting devices into the brain [ . . . ] , butrather by noninvasingly “tapping” the highest bandwidth pipe intothe brain, namely the eye.

Steve Mann, Intelligent Image Processing Image from Steve Mann’s eyetap.org website

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Wearable Computing Research

Research on Wearable Computing

I HardwareI SoftwareI Human Computer InteractionI Context RecognitionI Cooperation (human-human and human-machine)

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Wearable Computing Research

Research on HardwareI Size, weight, shape

Image from ETH Zürich

I Energy source and management, heat dissipation

Image from Wearable Computer from Quantum3D, ISWC06, H. Kenn

I Communication (radio, infrared, bus systems), Input (keys,gestures, voice), Output (screen, audio, touch)

Image from ETH wearable computing exhibit, ISWC06, H. Kenn

I Integration (textile, cleaning/washing, connectors)

Image from Textile integration, Leah Buechley, ISWC06, H. Kenn

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Wearable Computing Research

Research on Wearable Software

I Embedded Systems: Programming Language, Operating SystemI Software Engineering: Software Structure, Engineering MethodI Distributed Systems: Service Architecture, UnreliabilityI AI Techniques: Adaptivity, Knowledge Representation, Learning

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Wearable Computing Research

Research on Wearable Human Computer Interaction

I User Studies: Interaction, Interruption, Physical TasksI Adaptivity: I/O Devices, Multimodality, Context-awarenessI Evaluation: Guidelines, Standards

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Wearable Computing Research

Research on Wearable Context Awareness

I Sensor Signal Analysis: from Sensor to low-level contextI Localization: outdoor, indoor, sensor fusion, mappingI High-level Context recognition: combination of low-level contextsI Task Recognition: temporal sequencesI Learning Contexts: Supervised, Unsupervised machine learning

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Wearable Computing Research

Research on Wearables for cooperation

I Human-Human: Situational AwarenessI Human-Machine: Common “world model”I Cooperation: Working towards a comon goalI Example: Robocup Rescue

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Conclusion

Research Problems

I System engineering: How to build it? (so that it’s useful?)I Human Machine Interaction: How can it be used?I Context-awareness: How does it know what’s going on?I Augmenting human capactiy: Building better cyborgs?I . . .

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Conclusion

Wearable Computing!

I Properties of wearable computingI Unobtrusive

I mobile, small, lightweight, no wiresI body-wearable (sometimes in clothing)

I Supporting a primary (work) taskI Don’t disturb, be useful all the time

I casual use, context-aware, "‘smart"’I Engineering discipline or cyborg philosophy?

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Wearable Computing History Timeline

Timeline I

1268 Eyeglasses mentioned by Roger Bacon1510 Pocket Watch invented by Peter Henlein in Nürnberg

(“Nürnberger Ei”)1665 Robert Hooke calls for augmented senses

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Wearable Computing History Timeline

Nürnberger Ei

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Wearable Computing History Timeline

Timeline I

1268 Eyeglasses mentioned by Roger Bacon1510 Pocket Watch invented by Peter Henlein in Nürnberg

(“Nürnberger Ei”)1665 Robert Hooke calls for augmented senses

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Wearable Computing History Timeline

Timeline II

1907 Aviator Alberto Santo-Dumont commissions the creationof the first wrist watch by Louis Cartier

1945 Vannevar Bush (MIT) proposes the idea of a “memex”1960 Manfred Clynes coins the word "Cyborg"1966 First wearable computer: Ed Thorp and Claude Shannon:

Analog computer for roulette wheel prediction.

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Wearable Computing History Timeline

Timeline III

1967 Hubert Upton invents analogue wearable computer witheyeglass-mounted display to aid lipreading

1972 Alan Lewis invents a digital camera-case computer topredict roulette wheels

1977 CC Collins develops wearable camera-to-tactile vest forthe blind

1977 (C): HP releases the HP 01 algebraic calculator watch

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Wearable Computing History Timeline

HP-01

Image from www.hpmuseum.org

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Wearable Computing History Timeline

Timeline IV

1978 Eudaemonic Enterprises invents a digital wearablecomputer in a shoe to predict roulette wheels

1979 Sony introduces the Walkman1981 Steve Mann designs backpack-mounted computer to

control photographic equipment1984 William Gibson writes Neuromancer1987 The movie Terminator is released

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Wearable Computing History Timeline

Timeline V

1991 Doug Platt debuts his 286-based "Hip-PC"1991 CMU team develops VuMan 1 for viewing and browsing

blueprint data1991 Mark Weiser proposes idea of Ubiquitous Computing in

Scientific American1993 Thad Starner starts constantly wearing his computer,

based on Doug Platt’s design and writes the first versionof the Remembrance Agent

1993 BBN finishes the Pathfinder system, a wearable computerwith GPS and radiation detection system

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Wearable Computing History Timeline

Timeline VI

1993 Feiner, MacIntyre, and Seligmann develop the KARMAaugmented reality system

1994 Mik Lamming and Mike Flynn develop "Forget-Me-Not," acontinuous personal recording system

1994 Edgar Matias debuts a "wrist computer" withhalf-QWERTY keyboard

1994 Steve Mann starts transmitting images from ahead-mounted camera to the Web

1997 Creapôle Ecole de Création and Alex Pentland produceSmart Clothes Fashion Show

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Wearable Computing History Timeline

Wearable Computing Fashion

Image from http://www.media.mit.edu/wearables/lizzy/out-in-the-world/beauty/intro.html

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Scientific Sources

Scientific Sources

Conferences Cutting-edge researchJournals Established Research

Books “Textbook” knowledgeResearch Groups Lots of information, unreviewd

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Scientific Sources Conferences

The first conferences

1996 DARPA sponsors “Wearables in 2005” workshophttp://www.darpa.mil/MTO/Displays/Wear2005/index.html(no longer online, seen web archive link on coursewebsite)

1996 Boeing hosts a small wearables conference in seattle1997 CMU, MIT and Georgia Tech co-host the ISWC’97

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Scientific Sources Conferences

ISWC

I Since ’97 (Cambridge,Boston,MA)I ISWC 07 back in Boston

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Scientific Sources Conferences

IFAWC

I Since 2004I IFAWC07 in Tel AvivI IFAWC08 not yet fixed

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Scientific Sources Conferences

Other conferences

I PervasiveI PercomI UbicomI several workshops on specific topics: IWSAWC, NWUI

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Scientific Sources Journals

Journals

I IEEE Pervasive ComputingI Elsevier Pervasive and Mobile ComputingI Springer Personal and Ubiquitous Computing

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Scientific Sources Research Groups

MIT

Image from http://www.media.mit.edu/wearables/history.html

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Scientific Sources Research Groups

MIT

I MIT “Borglab”I Part of the Media LabI http://www.media.mit.edu/wearables/I Home of MIThril http://www.media.mit.edu/wearables/mithril/

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Scientific Sources Research Groups

MIThril

Image from http://www.media.mit.edu/wearables/mithril/photos.html

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Scientific Sources Research Groups

CMU

I Dan Siewiorek, Asim SmailagicI http://www.ce.cmu.edu/ wearables/I Home of VU-Man http://www.ices.cmu.edu/design/VuMan.htmlI Project AURA http://www.cs.cmu.edu/ãura/

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Scientific Sources Research Groups

Toronto

I Steve MannI Philosophy of Wearable ComputingI Cooperation with artistsI http://www.eyetap.org/

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Scientific Sources Research Groups

Georgia Tech

I Thad StarnerI Focus on mobile HID

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Scientific Sources Research Groups

ETH

I http://www.wearable.ethz.ch/I Gerhard TrösterI QBIC Wearable Computer

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Scientific Sources Research Groups

Other places

I IBM LinuxWatchhttp://www.research.ibm.com/WearableComputing/

I Univ. Passau: Paul LukowiczI Univ of South Australia: Bruce Thomas

http://people.unisa.edu.au/Bruce.ThomasI Lancaster University: Hans Gellersen, Embedded Interactive

Systems http://eis.comp.lancs.ac.uk/index.phpI TU-Darmstadt: Bernd Schiele, Multimodal Interactive Systems

http://www.mis.informatik.tu-darmstadt.de/I TZI Bremen

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Output Devices

Output Device Classes

1. OpticalI Body-mounted, Head-mounted, projection, ambient

2. Audible3. Tactile

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Output Devices Wearable Displays

Wearable Displays

Image from TZI, T. Nicolai

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Output Devices Wearable Displays

Human Vision

I Spectral response: 400 to 700 nm, changes with ageI Adaptive resolution, 120 Megapixel (rods for greyscale)I High resolution visual center (fovea), color receptors (6-7 million

cones)I 180 Degree low resolution with motion detection, greyscaleI High sensitivity about 15-20 degrees off the optical axis, single

photon detectionI Integrated signal preprocessing for motion, edges, noise filtering

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Output Devices Wearable Displays

The Eye

Image from Vorlesung Mensch-Maschine-Interaktion, LMU, Andreas Butz und Albrecht Schmidt

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Output Devices Wearable Displays

Human Vision: Accomodation and Sensitivity

I Adjustable lens systemI Focal range: 20 cm -∞I Dynamic range: 1 : 106 for dark environments, at least 1:10000I Chemical (rhodopsin) and mechanical (iris) adaption of sensitivity

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Output Devices Wearable Displays

Human Vision: Resolution

I Angular resolution: Visual AcuityI Measured with optometrician chartsI 20/20 (100%) visual acuity: Person can recognize a letter that

spans less than a 5 minutes of arc visual angleI Effective Resolution: about 1 arc minute

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Output Devices Wearable Displays

Effective resolution on a sheet of paper

I Viewing distance: 30 cmI Paper Size: about 30x20 cmI Viewing angle 2 arctan 1

2 ≈ 53◦

I 53*60=3360 pixelI 30cm =11.8 inch. 3360

11.8 ≈ 284DPII Why do people buy 1200 DPI printers?

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Output Devices Wearable Displays

Display Technology

I reflective, transflective, back-illumination, front-illuminationI B/W, greyscale, colorI CRT, LCD, TFT, OLED, DLP,...

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Output Devices Wearable Displays

Body-worn displays

I Wearable Computer displaysI re-used PDAsI body-worn projection devices

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Output Devices Wearable Displays

Wrist-Displays

I SymbolI XybernautI IBM linux watchI Fossil Wristwatch Palm

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Output Devices Wearable Displays

Symbol

Image from Symbol Technology Inc.

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Output Devices Wearable Displays

Xybernaut

Image from TZI H. Kenn

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Output Devices Wearable Displays

IBM

Image from IBM

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Output Devices Wearable Displays

Fossil

Image from fossil website

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Output Devices Wearable Displays

HMDs

I HMD = Head-Mounted DisplayI Monocular vs. BinocularI See-Through vs. See-AroundI Various resolutions, color and B/W

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Output Devices Wearable Displays

How do HMDs work?

I Eye minimum focal distance = 20 cm

Image from TZI H. Kenn

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Output Devices Wearable Displays

Focal Distance for HMDs

I Simulate aparent focal distanceI Additional opticsI calculation of resolution uses aparent focal distance

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Output Devices Wearable Displays

Lumus HMD

Image from lumusvision.com website

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Output Devices Wearable Displays

Xybernaut

Image from TZI H. Kenn

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Output Devices Wearable Displays

Microoptical

Image from TZI H. Kenn

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Output Devices Audio Output

Hearing

I Audible frequencies: 20-20kHz (for really young people)I Dynamic range: 3dB-130dB (logarithmic scale! +3 dB = Energy×2 )

I Equal loudness is frequency-dependentI Hearing threshold is age-dependent

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Output Devices Audio Output

FletcherMunson Equal Loudness Contours

Image from wikipedia.org

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Output Devices Audio Output

Noise

I undesired disturbance affecting a signal. Here: acoustic noiseI Measured like soundI Signal-to-noise ratio: ratio of signal levels of wanted (signal) and

unwanted (noise) sound

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Output Devices Audio Output

Headphones

I Open vs closedI Closed: high attenuation of noise, bulky, separation from

environmentI open: low attenuation of noise, interaction with the environment

possible

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Output Devices Audio Output

In Ear

I “earplug” style, found in many mobile devicesI exist in combination with body microphone technology

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Output Devices Audio Output

Active noise compensation

I Problem: environment noiseI But: interaction with the environment necessaryI Idea: record external noise through microphones, invert, play back

through headphonesI possible: frequency-dependent noise compensation (only low

frequencies)I Implementations: Bose, SennheiserI Effect: -15dB noise reduction (Sennheiser PXC 250)

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Output Devices Audio Output

Sennheiser NoiseGard Headphone

Image from Sennheiser website

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Output Devices Audio Output

Sennheiser NoiseGard Controller

Image from Sennheiser website

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Output Devices Tactile Output

Excenter-Vibration

I Needed if “output” needs to be unobtrusive (see roulette wheelprediction)

I Simple technologies: Motors, SolenoidsI Motor with excenter disk: Mobile phone “silent” alarmI Solenoid: electromagnetic, delivers small “punch”, can be used for

morse code

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Output Devices Tactile Output

Force Feedback

I Part of input devicesI Simulates feedback force from a mechanical deviceI simple implementations: Joystick, Racing Game Steering Wheel

(simulate spring behaviour)I Professional application: steering wheel feedback through “lane

assistant”I Professional application: telemedicine operation system, chirurgic

training

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Output Devices Tactile Output

Braille Displays

I Output of standard Braille lettersI Screen emulationI Drivers for many operating systemsI Preinstalled in some linux distributions (Knoppix)

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Output Devices Tactile Output

Braillex 40 char display

Image from papenmeier.de website

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Output Devices Tactile Output

Braille PDA

I Linux PDA with keyboard and Braille displayI Normal PDA functions incl. e-mail and web accessI build-in ethernet and WLAN

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Output Devices Tactile Output

Braillex Elba

Image from papenmeier.de website

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Output Devices Tactile Output

Requirements for Wearables

I Wearable computing: support primary taskI Use computer while doing other thingsI Goal: hands-free interactionI Hands-free definition: interaction while using hands for primary

task.I Data-glove is sometimes considered “hands-free”

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Text Input

Text Input

I TypingI Word SelectionI Pen InputI Voice Input

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Text Input Key Input

Key Input

I Input KeysI Command Keys (Backspace, Del, Cursor, Enter,...)I Modifier Keys (Shift, Alt, Ctrl, Command)I Keyboard Mode (Shift Lock, Num Lock)

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Text Input Key Input

Standard Keyboards

I Full-size (102-105 Keys, localized): >50 wpm, trained users muchfaster

I built-in (Notebooks, PDAs, Push Clients, . . . )I wrist-mountedI flexible

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Text Input Key Input

small PS2 keyboard

Image from H. Kenn

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Text Input Key Input

xybernaut arm keyboard

Image from H. Kenn

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Text Input Key Input

Indestructibe Keyboard

Image from H. Kenn

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Text Input Key Input

OQO PDA w. keyboard

Image from H. Kenn

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Text Input Key Input

SK65 keyboard

Image from H. Kenn

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Text Input Key Input

Wireless Standard Keyboards

I proprietary Infrared (Multimedia Remote Control)I proprietary RF (“Wireless Desktop”)I Bluetooth (HID-Profile)I GSM Phones with HID Profile (e.g. K600i)

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Text Input Key Input

Stowaway Bluetooth keyboard

Image from H. Kenn

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Text Input Key Input

Custom Keyboards

I wiredI wirelessI textile-integrated

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Text Input Key Input

titv textile keyboard

Image from H. Kenn

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Text Input Key Input

Chording Keyboards

I Idea: Multiple Keys pressed together create a single key eventI Result: Less keysI one-hand blind typing (for trained users)I Training needed, Impractical for untrained users

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Text Input Key Input

Twiddler

Image from handkey.com website

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Text Input Key Input

Frogpad

Image from H. Kenn

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Text Input Key Input

Phone Keyboard

Image from H. Kenn

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Text Input Key Input

Multitap

I Origin: American “vanity number” letter codesI Problem: Multiple letters on keysI Solution: Select letter by tapping the key multiple timesI Timeout needed, Alternative: two-key (letter + index) or timeout

keyI Maximum speed: 25-27wpm (w. timeout key), untrained users

about 7 wpm

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Text Input Key Input

T9

I Predicting text input methodI invented by tegic communications, now owned by AOLI Idea: type vanity keys without selecting the letter, use a dictionary

to find a list of possible wordsI Language-specific dictionaries, input language must be configuredI Shorthands for common wordsI Timeout, selection keys and/or enter key neededI Speed up to 46 wpm

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Text Input Key Input

Morse Key

Image from H. Kenn

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Text Input Key Input

Morse Code

I Single Key, four symbols (dash, dot, short break, long break)I Training requiredI short codes (Q-code, Z-Code)I 1939 speed record: 75.2 wpm (McElroy)I still used in HAM radioI QRQ Clubs (>40 wpm)

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Text Input Pen Input

Pen Input

I Input devices: touch screen, tracking penI Touch Screen: Pressure sensitive (Palm) vs special pen (OQO)I graphic only: UPS “electronic signature”I tracking pen: optical (Anoto pen), motion sensor

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Text Input Pen Input

Logitech IO Anoto Pen

Image from logitech.com website

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Text Input Pen Input

Handwriting Recognition

I Hard problemI Block Letters: easierI smooth handwriting: toughI Various standard products: PocketPC, Windows XP Tablet PC

Edition

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Text Input Pen Input

Graffiti

I As handwriting recognition is a hard problem, use a simplified setof strokes to ease recognition

I Palm Graffiti: single stroke lettersI Palm Graffiti2: multiple stroke letters, more similar to block letters

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Text Input Pen Input

Graffiti

Image from palm.com website

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Text Input Pen Input

Graffiti 2

Image from palm.com website

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Text Input Voice Input

Voice Input

I Goal: Computer “understands” “spoken language”I General voice recognition unsolved, speech ambiguity→ strong

AI problemI Several approaches: Speaker-dependent vs.

Speaker-independent, large vs. small dictionary

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Text Input Voice Input

Input Devices

I MicrophonesI Problem: Signal/Noise ratioI Solution 1: Move microphone closerI Headsets, invisioI Solution 2: Ignore noiseI directional microphonesI Multiple microphones, beamforming (used in speakerphones)

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Text Input Voice Input

Command based

I Problem: when is information relevant for the computerI Solution: Magic WordI Scifi example: Star Treck: Commands start with “computer!”I Commercial implementations: Sony Ericsson phones voice dialI Alternative: Push-to-talk

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Text Input Voice Input

Few words, speaker independent

I Typical application: automated phone servicesI Typical words: Yes, No, numbersI Sometimes larger dictionaries: Automatic timetable serviceI Try it yourself: Deutsche Bahn Toll-free 0800 1 50 70 90

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Text Input Voice Input

Many Words, few speakers

I Training requiredI uses machine learning and dictionariesI specialized professional dictionaries: medicine, lawI Example: IBM ViaVoice

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Pointing, Selection, Gesture

Pointing, Selection, Gesture

I Complementing keyboardI Often more efficientI In many application, a text entry system is still needed.

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Pointing, Selection, Gesture

WIMP Methaphor

I Windows, Icons, Menus, PointerI Standard for desktopI Comparable interfaces exist for PDA: Pen controls PointerI not really suited for wearable use

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Pointing, Selection, Gesture

Finger Trackball

Image from H. Kenn

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Pointing, Selection, Gesture

Twiddler Trackpoint

Image from H. Kenn

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Pointing, Selection, Gesture

Ultrasound 3d Mice

I Uses body-mounted ultrasound transmitters and receiversI Tracks hand motion in 3D

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Pointing, Selection, Gesture

Image Processing-based

I Using a camera to recognize gesturesI hard problem: find hand, track hand, recognize gestureI even harder in wearable environmentI Implementation: Fingermouse from ETH Zuerich (Patrick de la

Hamette)

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Pointing, Selection, Gesture

Finger Mouse

Image from P. de la Hamette, ISWC2006 Poster

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Pointing, Selection, Gesture

Finger Mouse

Image from P. de la Hamette, ISWC2006 Poster

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Pointing, Selection, Gesture

Gesture

Image from beecon.de website

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Pointing, Selection, Gesture

Glove

Scipio pcb withPromiESD

Tilt sensor

buttons

inner gloverfid scanner

battery

outerglove

Image from H. Kenn

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Pointing, Selection, Gesture

WInspect Glove

Image from H. Kenn

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Pointing, Selection, Gesture

GestureBand

Image from H. Kenn

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Human Computer Interaction

Human Computer Interaction

I Research Topic: Understand Human Computer InteractionI Engineering Topic: Build interactive systemsI “Cognitive” Ergonomics: Physiology, Psychology (and Sociology)I Business impact: HCI design important for product success

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Human Computer Interaction History

HCI History and People

Ivan Sutherland “Sketchpad: A Man-Machine GraphicalCommunications System” First GUI, light pen device,1963

Doug Englebart MouseTed Nelson Hypertext, 1970

Alan Kay Smalltalk: OO-Programming language + operatingsystem + user interface

1982- GUI Systems: Xerox Star, Apple Lisa, Apple Macintosh1985 Windows (birthday 20.11.1985, yesterday!)

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Human Computer Interaction History

MS Windows 1.0

Image from heise.de website

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Human Computer Interaction History

MS Windows 1.0 screenshot

Image from heise.de website

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Human Computer Interaction Structure of HCI

What HCI is about...

I PeopleI ActivitiesI ContextsI Technologies

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Human Computer Interaction Structure of HCI

People

I Physical DifferencesI Psychological DifferencesI Usage Differences

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Human Computer Interaction Structure of HCI

Activities

I Temporal AspectsI CooperationI ComplexityI Safety-CriticalI Content

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Human Computer Interaction Structure of HCI

Context

I Physical EnvironmentI Social ContextI Organizational Context

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Human Computer Interaction Structure of HCI

Technology

I InputI OutputI CommunicationI Content

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Human Computer Interaction Structure of HCI

PACT Framework

I PACT AnalysisI Development of personasI Example: Sales ClerkI Example: Technical Inspector

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Human Computer Interaction Principles and Practice

Principles and Practice

I AccessibilityI UsabilityI AcceptabilityI Engagement

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Human Computer Interaction Principles and Practice

Accessibility

I Don’t Exclude Users!I PhysicallyI ConceptuallyI EconomicallyI Cultural ExclusionI Social Exclusion

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Human Computer Interaction Principles and Practice

Usability

I efficientI effectiveI easy to learnI safe to operateI high utility

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Human Computer Interaction Principles and Practice

Acceptability

I LegalI PoliticalI ConvenienceI Cultural and social habitsI UsefulnessI Economic

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Human Computer Interaction Principles and Practice

Engagement

I Is it a “Killer App”?I IdentityI AdaptivityI NarrativeI ImmersionI Flow

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Design Principles

Design Principles I

I VisibilityI ConsistencyI FamiliarityI Affordance

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Design Principles

Design Principles II

I NavigationI ControlI FeedbackI RecoveryI Constraints

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Design Principles

Design Principles III

I FlexibilityI StyleI Convivality

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Design Principles

Examples

I Design Windowed ApplicationsI Website DesignI Other things (like Wearables)

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Theories of HCI

Theories of HCI

I Is PACT a Theory?I PACT is best practice approach for requrement analysis, but can’t

say if a system built performs wellI Lack of predictive power: PACT is an approach for requirement

analysisI Low-level theories: Input, OutputI . . . cannot predict the performance of a complete systemI HCI-Theroies needed

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Theories of HCI

Levels of analysis theory

I Four levels of analysis: conceptual, Semantic, Syntactic, lexicalI conceptual: describes the user’s mental model. (Text Processing

with Word/Latex/Page Maker)I semantic: meanings of user actions: delete a paragraphI syntactic: select paragraph with mouse, select “delete” from menuI lexical: move mouse cursor, click, press function key,. . .I Clean top-down-approach: good for designersI . . . but less relevant today, as systems are very complex

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Theories of HCI

Stages of action theory

I Explanatory thesis of HCI, Norman (1988)I 7 Stages (“executed” in a cyclic way by the user):

1. Forming the goal2. Forming the intention3. Specifying the action4. Executing the action5. Perceiving the system state6. Interpreting the system state7. Evaluating the outcome

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Theories of HCI

Stages of action theory

I Norman suggests four principles of good design:1. State and action alternatives should be visible2. Good conceptual model with consistent system image3. The interface should include good mappingm that reveal the

relationships between the stages4. Users should receive continuous feedback

I Question: is this applicable to wearable computing?

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Theories of HCI

GOMS

I Originated from CMU: Decompose user actions into smallmeasurable steps

I GOMS: Goals, Operators, Methods, Selection rules1. Goals and subgoals: Edit text, delete paragraph2. Operators: Move mouse, press mouse button, check if mouse

cursor is at the end of a paragraph but also: recall file name, searchfor menu option

3. Methods (to reach goal): Move mouse, click button, press delete todelete a paragraph

4. Selection rules (select one of many methods): Delete Paragraphwith “delete” key, use “delete” menu entry, use multiple “backspace”to delete paragrpah...

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Theories of HCI

keystroke-level models

I Also from CMU, same idea as GOMS, but simplifiedI Predict (error-free) task time by summing up time for elementary

actionsI keystrokes, mouse moves, thinking, waiting, . . .I uses a simplified “human processor” modelI good for modeling error-free tasks performed by expertsI does not model errors, learning, problem solving . . .I Other GOMS-Derivatives: NGOMSL (Kieras, 1988), CPM-GOMS

(used to predict performance of extremely skilled users) . . .

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Theories of HCI

Consistency

I Idea: Make consistency checkableI Use a grammar to describe the user interactionI Reisner (1981) action grammar: UI with simpler grammar is easier

to learnI Payne and Green (1986) Task Action Grammars: multiple levels:

(lexical, syntactical, semantic consistency), Completeness check

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Theories of HCI

Widget-level theories

I Instead of decomposing along elementary tasks, usedecomposition of high-level UI toolkits

I Create model based on widgets and predict user performancebased on widgets used

I Interface model emerges from implementation task, estimates ofperceptual complexity and motoric skills needed emerges as well

I Goal: develop well-established UI patterns (with predictive modelof user performance attached)

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Theories of HCI

Context-of-use theories

I Problem with previous models: based on “lab” experimentsI The real world has context, not only HCII Suchman(1987) Plans and Situated ActionI Mobile (and wearable!) computing: physical space becomes

relevantI (Dourish, 2002) social/psychological space also has to be

considered

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Theories of HCI

Object Action Interface Model

I descriptive and explanatory modelI can also be used to guide designI Observation: syntax becomes simplerin modern GUI systemsI Object Action Design: Decompose Objects and ActionsI Objects may include “real world objects”, Tasks may include

“common activities”

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Examples

Examples

I Design Windowed ApplicationsI Website DesignI Other things (like Wearables)

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Examples

Project WINSPECT

I TZI & Stahlwerke Bremen (Steelmill)I Topic: Wearable Solution for inspection of industrial cranes

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Examples

Winspect

Image from T. Nicolai

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Examples

Winspect

Image from T. Nicolai

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Examples

Winspect

Image from T. Nicolai

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Sensors

Sensors and Wearables

I UserI PlaceI TaskI Environment

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Sensors

Sensing the User

I Presence of a userI Actions and TasksI Body and Mind

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Sensors

Simple example: Presence of the user

I Useful for the wearable computer: Save energyI Useful for other systems: Communicate the presence of a userI Useful for the user: No “on”-Switch...

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Sensors

Detecting User Presence

I Tactile: Design switches that detectPro: Easy to implement (binary input)Con: Can be fooled.

I Temperature: Design sensors that detect body heatPro: Harder to fool (but still possible), easier tointegrateCon: harder to interface, computation needed

I Motion: Detect body motionPro: Even harder to foolCon: even harder to interface, computation andsignal analysis needed

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Sensors

The details . . .

I Task: Detecting users of a body-worn wearable computerI Mechanics: User’s Body presses switch when user is presentI Textile: pressure-sensitive textilesI Electronics: Schmitt trigger circuitI Computer I/O: Binary inputI System Software: event-driven, similar to ACPI switchesI Application Software: Event API

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Sensors

Sensors and signals

I A sensor is a transducer that is used for measurementI (A transducer is a device that converts one form of energy to

another)I Sensors measure a property of the physical world . . .I . . . and produce a corresponding signal that can be processed.I Evaluating the signal at one fixed point in time is called a

measurementI A number of measurements taken at different times is called a

time seriesI Typically, these measurements are taken sequencially at fixed

equal time intervals, i.e. once every second

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Signals and Computers

I Typically, sensors produce electrical signalsI A property of the electrical signal (current, voltage, frequency,

pulse width, phase) corresponds to the property measured by thesensor.

I In order to use the signal in a computer, the relevant property ofthe signal needs to be converted into a binary representation.

I This process is called A/D-conversion. It is performed by anA/D-converter.

I Typical A/D-converters convert the voltage of a signal into a binaryrepresentation.

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Sampling

I Performing the digitalization of a signal at a fixed point in time iscalled sampling. Sampling is a form of measurement.

I Signals are continous, a binary representation produced by anA/D-Converter is discrete.

I Multiple signal values reproduce the same binary representation.This phenomenon is called quanitzation

I Through quantization, information is lost, resulting in the so-calledquantization error for a single measurement and quantizationnoise for the whole signal.

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How often do we need to sample

I Sampling in regular, fixed time intervals T produces a time seriesof binary values.

I The frequency 1T is called sampling frequency.

I Question: How often do we have to sample? Answer: Depends onthe signal

I The faster and the more often the signal changes, the more oftenwe have to sample.

I Rule of thumb: Sample slightly more than twice as often as theperiod of the highest frequency component in the signal.

I Example: CD-Player Signals ≤ 20kHz, sample rate 44.1kHz

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Classification of sensors

I Measured propertyI Type of measurement (absolute vs. relative)I DimensionalityI limiting factors: precision, noise, frequency response,. . .

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Measurable properties

I Distance and PositionI MotionI LightI Temperature

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Sensors

Distance and Position

I Signal AttenuationI Propagation of a signal in a mediumI Assumption: propagation path attenuates signalI Original signal strength s1, received signal strength s2I Attenuation depends on signal properties and path properties

I Time-Of-Flight measurementI Propagation of a signal in a mediumI Assumption: constant propagation speed vI Signal transmitted at time t1, received at time t2.I d = (t2 − t1)v

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Position from distance and angle

I TriangulationI Known distances from three known pointsI Known distance differences from four pointsI Example: GPS

I Angle-of-arrivalI Position from three angles to known pointsI Two angles sufficient for 2D positioningI Example: Ships

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Motion

I Differential positionI Doppler

I Frequency of received signal changes with relative motionI Self-transmitted or remote signal

I Inertial MeasurementI Motion can be measured through accellerationI Accelleration can be measuredI linear acelleration and rotation

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Sensors and Wearables

I UserI PlaceI TaskI Environment

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Sensing the User

I Presence of a userI Actions and TasksI Body and Mind

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Simple example: Presence of the user

I Useful for the wearable computer: Save energyI Useful for other systems: Communicate the presence of a userI Useful for the user: No “on”-Switch...

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Detecting User Presence

I Tactile: Design switches that detectPro: Easy to implement (binary input)Con: Can be fooled.

I Temperature: Design sensors that detect body heatPro: Harder to fool (but still possible), easier tointegrateCon: harder to interface, computation needed

I Motion: Detect body motionPro: Even harder to foolCon: even harder to interface, computation andsignal analysis needed

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The details . . .

I Task: Detecting users of a body-worn wearable computerI Mechanics: User’s Body presses switch when user is presentI Textile: pressure-sensitive textilesI Electronics: Schmitt trigger circuitI Computer I/O: Binary inputI System Software: event-driven, similar to ACPI switchesI Application Software: Event API

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Sensors

Sensors and signals

I A sensor is a transducer that is used for measurementI (A transducer is a device that converts one form of energy to

another)I Sensors measure a property of the physical world . . .I . . . and produce a corresponding signal that can be processed.I Evaluating the signal at one fixed point in time is called a

measurementI A number of measurements taken at different times is called a

time seriesI Typically, these measurements are taken sequencially at fixed

equal time intervals, i.e. once every second

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Sensors

Signals and Computers

I Typically, sensors produce electrical signalsI A property of the electrical signal (current, voltage, frequency,

pulse width, phase) corresponds to the property measured by thesensor.

I In order to use the signal in a computer, the relevant property ofthe signal needs to be converted into a binary representation.

I This process is called A/D-conversion. It is performed by anA/D-converter.

I Typical A/D-converters convert the voltage of a signal into a binaryrepresentation.

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Sensors

Sampling

I Performing the digitalization of a signal at a fixed point in time iscalled sampling. Sampling is a form of measurement.

I Signals are continous, a binary representation produced by anA/D-Converter is discrete.

I Multiple signal values reproduce the same binary representation.This phenomenon is called quanitzation

I Through quantization, information is lost, resulting in the so-calledquantization error for a single measurement and quantizationnoise for the whole signal.

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Sensors

How often do we need to sample

I Sampling in regular, fixed time intervals T produces a time seriesof binary values.

I The frequency 1T is called sampling frequency.

I Question: How often do we have to sample? Answer: Depends onthe signal

I The faster and the more often the signal changes, the more oftenwe have to sample.

I Rule of thumb: Sample slightly more than twice as often as theperiod of the highest frequency component in the signal.

I Example: CD-Player Signals ≤ 20kHz, sample rate 44.1kHz

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Classification of sensors

I Measured propertyI Type of measurement (absolute vs. relative)I DimensionalityI limiting factors: precision, noise, frequency response,. . .

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Sensors

Measurable properties

I Distance and PositionI MotionI LightI Temperature

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Sensors

Distance and Position

I Signal AttenuationI Propagation of a signal in a mediumI Assumption: propagation path attenuates signalI Original signal strength s1, received signal strength s2I Attenuation depends on signal properties and path properties

I Time-Of-Flight measurementI Propagation of a signal in a mediumI Assumption: constant propagation speed vI Signal transmitted at time t1, received at time t2.I d = (t2 − t1)v

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Sensors

Position from distance and angle

I TriangulationI Known distances from three known pointsI Known distance differences from four pointsI Example: GPS

I Angle-of-arrivalI Position from three angles to known pointsI Two angles sufficient for 2D positioningI Example: Ships

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Motion

I Differential positionI Doppler

I Frequency of received signal changes with relative motionI Self-transmitted or remote signal

I Inertial MeasurementI Motion can be measured through accellerationI Accelleration can be measuredI linear acelleration and rotation

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From Sensors to Context

I Sensors measure aspects of the real worldI Sometimes, multiple sensor measurements are combined to

measure another aspectI Example: Position derived from time difference, angles, proximity

to beaconsI Question: How do we determine the “right” thing for the wearable

to do when we have (combined) sensor informationI Example: Location-based services, supporting mobile workersI In general: How can we combine all the sensor measurements to

a concept that we can use to write an application program for thewearable?

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Context

Context?!?

I Activity recognition and task context: What is the user doing?I Physiological monitoring and user context: How is the user doing?I Environment and situational context: Where is he and what is

going on around him?

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Context

How to identify the context?

I Prior knowledge: User model, configuration, external data sourcesDisadvantage: tedious to aquire, outdated, wrong, expensive

I Explicit interaction: Asking the user (“Press OK to continue”)Disadvantage: impact on the user, lowers user acceptance

I SensorsDisadvantage: open research question

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Dealing with Context

I Context has both a qualitative and quantitative natureI Sensors give only quantitative information (“The temperature at

sensor position 3 is 29.4 degrees celsius”)I Problem: Making qualitative from quantitative information (“It’s too

hot.”)I Solution: Explicit programming

i f ( p o s i t i o n (3)−>TempSensor()−> curentValue ( ) > 29) {setTemperatureContext (CONTEXT_TEMP_TOO_HOT ) ;

}

I Question: Implementation complexity? Application DomainExpertise?

I Better Solution: Supervised machine learning (see problem sheet)I Question: Reusability?

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Processing context

1. Reading sensors2. Combining sensors3. Detecting simple context4. Combining contexts5. Using context information

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Detecting simple contexts

1. Assign “meaning” to sensor values2. Most simple approach: Tresholds (as seen before)3. Often needed: filtering

I temporal filtering: combine several measurements from differenttimes

I simple example: low-pass-filter (limits high-frequency noise)I Integration, DerivativesI Time domain→ Frequency Domain: Fourier Transform

4. Signal analysis: Pattern recognition, state machines, HiddenMarkov Models, Artificial Neural Networks, . . .

5. Combining contexts: first order logic, temporal logic, spatial logic

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FFT example

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FFT example

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Using Context in an application

I Query-based

i f ( getContext (CONTEXT_TEMP) == CONTEXT_TEMP_TOO_HOT){ . . . }

I Event-based (Publisher-Subscriber-Pattern)

Reg is te rContex tSubscr iber (CONTEXT_TEMP,CONTEXT_TEMP_TOO_HOT,TempContextSubscriberCal lback ) ;

. . .vo id TempContextSubscriberCal lback ( contex t cu r ren t ){

cout << " Too hot ! " << endl ;}

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Context processing frameworks

I Question: How to integrate all steps of context processingI Context Toolkit (Salber, Dey and Abowd)

I object-oriented toolkitI uses widget and event concept from GUIsI organized context detection, but does not define specific

mechanismI Context Recognition Network (CRN) Toolbox: Banach, Kunze,

Lukowicz, AmftI organizes filters and classifiers for sensor dataI Supports reuse: filters and classifiers can be parameterized and

combined by application programmersI Separation of concerns: Experts program and parameterize filters,

application programmers use combined filtersI no learning, experts conduct experiments and build filters

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The Context Toolkit

I Middleware for context processingI Designed by Dey and AbowdI Idea: Instead of redesigning context-aware applications from

scratch, build them with a reusable middlewareI Uses GUI-Like metaphor: Context Widgets

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Context according to Dey & Abowd

Context: any information that can be used to characterize thesituation of entities (i.e. whether a person, place or object)that are considered relevant to the interaction between a userand an application, including the user and the applicationthemselves. Context is typically the location, identity and stateof people, groups and computational and physical objects.

Dey & Abowd, Towards a better understanding of context and context-awareness, 2000

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Context

I Entities: Places, People and ThingsI Categories: Identity, location, status (or activity), timeI Application uses context-aware functions related to

1. Presentation of information2. Execution of services3. Storage of context-information (attached to other stored items)

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The Context Toolkit

Examples for functions presenting information

I Map display of surroundings and points of interest (akaLocation-based systems)

I in/out information of a group of usersI ambient information displaysI remote awareness of others (IMs, Skype)

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Examples for functions executing services

I Teleport system: User’s Desktop follows from Workstation toWorkstation (Want et al, 1992) (commercial example: Sun Ray)

I Car navigation systems that recompute the path automatically ontraffic information, wrong turns etc.

I Recording whiteboard senses ad-hoc meeting begin (Brotherton,Abowd and Truong, 1999)

I Mobile devices change settings according to context changeI Location-aware reminders

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Examples for functions storing context information

I storing time of recording (digital cameras)I storing location of recording (zoology application, Pascoe, Ryan

and Morse)I storing meeting information (people present, when, where

meeting took place)I Memory augmentation (Forget-Me-Not, Lamming & Flynn, 1994,

Remembrance Agent, Rhodes, 1997)

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Why handling Context ist difficult...

Day, Abowd and Salber claim:

Handling context is difficult for at least three reasons:1. there are no guiding principles to support good software

engineering practices2. designers lack abstractions to think about context3. context sensing is very often distributed and leads to

complex distributed designs

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Requirements for Dealing with Context

Day, Abowd and Salber claim:

. . . we have identified a number of requirements that theframework must fulfill to enable designers to more easily dealwith context. These requirements are

1. Separation of concerns2. Context interpretation3. Transparent, distributed communications4. Constant availability of context acquisition5. Context storage6. Resource discovery

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Separation of concerns...

I Previous application hardcoded sensor data aquisition, signalanalysis, context detection and processing. This requires theapplication programmer to know a lot. (See last problem sheet. . . )

I Can we handle Context like we handle User Input? Applicationsdon’t care how a letter is typed (or a button is clicked). . .

I Separation of concerns: Let the toolkit deal with the acquisition ofcontext, let the application programmer deal with using context inhis application.

I UI-Widgets are a mechanism for this: All widgets have a commonexternal interface, query and callback mechanisms, an applicationcan treat all widgets (i.e. contexts) the same.

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Separation of Concerns

Day, Abowd and Salber claim:

By separating how context is acquired from how it is used,applications can now use contextual information withoutworrying about the details of a sensor and how to acquirecontext from it. These details are not completely hidden andcan be obtained if needed.

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Context Interpretation

I Applications need high-level context information (i.e. User is in ameeting)

I Sensors provide low-level context information (User is in room x,sound level is moderate, there are 6 other users present, the useris sitting etc.)

I The low level context must be interpreted to form high-levelcontext.

I This can be done in the application, but it would not be reusableI Or it can be done in the toolkit, so that other applications can

reuse the context interpretation.

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Transport, Discovery

I Context is often acquired by different computer systemsI . . . and may be used by several applications at the same timeI A network-transparent mechanism for context transport is needed.I The application programmer may not know which context sources

are availableI Therefore, a discovery mechanism is needed.

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Availability, Storage and History

I An event determining the current context may happen before theapplication asks for it

I The context acquisition system has to be running all the timeI Applications may need previous contexts for interpretationI Old context information has to be storedI Some interpretation is only possible by looking at a previous

sequence of contextsI Context History has to be stored, i.e. a sequence of old contextsI This may need a lot of storage, so a good selection mechanism is

needed.

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Context Abstractions

The Context Toolkit abstracts context in the following way:I Context Widgets : Provides Context, interface to a sensorI Interpreters : Raises the level of abstractionI Aggregators : Optimize the flow of data by combining local context

sourcesI Services : Execute actions, counterpart to widgetsI Discoverers : register capabilities available

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Context Toolkit for ActiveBadge example

Image from Day, Abowd and Salber, J. of HCI

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The Context Toolkit

Context Toolkit for Intercom

Image from Day, Abowd and Salber, J. of HCI

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The Context Toolkit

Design Methodology

The Context Toolkit authors suggests the following designmethodologyI Identify EnititesI Identify Context AttributesI Itentify Quality of Service RequirementsI Choose SensorsI Derive a Software Design

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CRN Toolbox

Context Recognition Network Toolbox

I Written by David Bannach (ETH/UMIT/Uni Passau)I Implements a network of readers, filters, classifiers, recorders,

writersI Distributed: can pass data over network linksI Java editor, Interface to Matlab

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CRN Toolbox

CRN Components

Image from D. Bannach, Uni Passau

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CRN Toolbox

CRN Components

Image from D. Bannach, Uni Passau

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CRN Toolbox

CRN Components

Image from D. Bannach, Uni Passau

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CRN Toolbox

CRN Toolbox Chain

Image from D. Bannach, Uni Passau

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CRN Toolbox

CRN Editor

Image from D. Bannach, Uni Passau

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CRN Toolbox

CRN Matlab Interface

Image from D. Bannach, Uni Passau

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Task Models

HCI Lecture Summary

I TheoriesI Levels-of-analysisI Stages-of-actionI GOMSI Widget-levelI Context-of-useI Object Action Interface models

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Task Models

Describing user interaction

I Remember GOMS - Goals, Operators, Methods, Selection RuesI The user wants to reach a Goal, he uses Operators and Methods

that he selects via Selection RulesI With GOMS, we can look at a sequence of Methods and analyze

it.I We can analyze a system using GOMS, but a GOMS model does

not tell us how to implement a systemI Question: How can a GOMS-like system support development?I A Task Model can be used to guide the implementation.

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Task Models

Task Model

I Task models indicate the logical activities that an applicationshould support to reach users’ goals.(Paterno, 1999)

I Goals are either state changes or inquiriesI Tasks can be highly abstract or very concreteI Task models can be build for existing systems, future systems and

for the user’s view of the systemI Task models are formalized, other methods are often informal

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Task Models

What’s the use of a Task Model?

I Understand the application domainI Record the result of user discussionsI Support effective designI Support usability evaluationI Directly support the user in using the systemI Documentation

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Task Models

Task Model Representation

I GOMS can represent a task modelI GOMS is mainly textualI GOMS cannot represent concurrency, interruption, order

independence, optionality and iteration.I Alternative: ConcurTaskTrees (Paterno, 1999)

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ConcurTaskTrees

ConcurTaskTrees

Image from Paterno, 1999

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ConcurTaskTrees

CTT: Features

I Hierarchical structureI Graphical SyntaxI Many temporal operatorsI Focus on activities

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ConcurTaskTrees Temporal Operators

CTT: Temporal Operators

I Hierarchy

Image from Paterno, 1999

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ConcurTaskTrees Temporal Operators

CTT: Temporal Operators

I Enabling

Image from Paterno, 1999

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ConcurTaskTrees Temporal Operators

CTT: Temporal Operators

I Choice

Image from Paterno, 1999

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ConcurTaskTrees Temporal Operators

CTT: Temporal Operators

I Enabling with information passing

Image from Paterno, 1999

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ConcurTaskTrees Temporal Operators

CTT: Temporal Operators

I Concurrent Tasks

Image from Paterno, 1999

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ConcurTaskTrees Temporal Operators

CTT: Temporal Operators

I Concurrent Communicating Tasks

Image from Paterno, 1999

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ConcurTaskTrees Temporal Operators

CTT: Temporal Operators

I Task Independence

Image from Paterno, 1999

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ConcurTaskTrees Temporal Operators

CTT: Temporal Operators

I Disabling

Image from Paterno, 1999

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ConcurTaskTrees Temporal Operators

CTT: Temporal Operators

I Suspend-Resume

Image from Paterno, 1999

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ConcurTaskTrees Examples

CTT: iterative task

I Task sequence with iteration: only the last transition ends theiteration

Image from Paterno, 1999

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ConcurTaskTrees Examples

CTT: optional tasks

I Optional Tasks are marked with [ and ] brackets

Image from Paterno, 1999

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ConcurTaskTrees Examples

CTT: inheritance of temporal constraint

I ShowAvailability inherits the temporal constraint (executed afterSelectRoomType) from its parent MakeReservation

Image from Paterno, 1999

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ConcurTaskTrees Examples

Wearable UIs

I Supporting a primary task, i.e. UI driven by external taskI Context-dependent (primary task is one context source)I Non-”point-and-click”, i.e. No WIMP-based UII Sometimes no graphical UI at allI Rich set of in- and output devicesI Question: How to write (and reuse) code for “generic” wearable

computer?

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Abstract UIs

Characterizing Wearable UIs

I Displaying information and changing state (like CTTs)I Additionally: Context information

I Context-dependent presentationI context includes input and output modes and devices availableI Context change triggers information display / state change

I Idea:I specify abstract UI using CTTsI use context change triggers like input in CTTsI decide context-dependent presentation during runtime

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Abstract UIs

Context-dependent presentation

I Example: a web browser with two presentation modesI Desktop mode: Like firefoxI Mobile mode: like opera “small screen rendering”

I Specification of UI (= html document, links) the sameI “Rendering” of UI different:

I Compress graphics, change positions, use different fontsI Change interaction: no mouse click, but chose links via cursor keys

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Abstract UIs

Abstract Specification

I Simple Example: Write Aircraft Repair ReportI Input text of repair reportI Indicate that the repair report entered is complete

I i.e. use CTT to specify abstract modelI Web browser equivalent: Form

I Text input fieldI “submit” button

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Abstract UIs

AWT implementation

I PDA: Java 1.2 (AWT)

1 Panel p = new Panel ( ) ;2 p . add (new Label ( " Enter Report " ) ;3 Tex tF ie ld t f = new Tex tF ie ld ( " Your Report Here " ,256 ) ;4 p . add ( t f ) ;5 Button b = new Button ( " Save " ) ;6 p . add ( b ) ;

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Abstract UIs

Swing implementation

I Desktop: Java 5 (Swing)

1 JPanel p = new JPanel ( ) ;2 p . add (new JLabel ( " Enter Report " ) ;3 JTextF ie ld t f = new JTextF ie ld ( " Your Report Here " ,256 ) ;4 p . add ( t f ) ;5 JButton b = new JButton ( " Save " ) ;6 p . add ( b ) ;

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Abstract UIs

QT implementation

I QT 4

1 QLabel ∗ repo r tLabe l = new QLabel ( t r ( " Enter r e p o r t " ) ) ;2 QTextEdit ∗ r e p o r t E d i t = new QTextEdit ;3 QPushButton ∗saveButton = new QPushButton ( t r ( " Save " ) ) ;4 myLayout = new QHBoxLayout ;5 myLayout−>addWidget ( repo r tLabe l ) ;6 myLayout−>addWidget ( r e p o r t E d i t ) ;7 myLayout−>addWidget ( saveButton ) ;

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Abstract UIs

Abstract to concrete

I How to get from abstract to concrete?I Idea 1: Use an expert programmer, give him the spec, let him

program, use resultI How about different devices?I Idea 1a: Use expert for every possible device, send to expert

programmer, let them work together.I How about different contexts?I Idea 1b: Use domain expert to describe contexts, send to device

expert to design context-dependent optimal display for specificdevice, send to programmer, program

I Only viable for small number of devices and huge sales. i.e.mobile phone games

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Abstract UIs

Abstract to concrete (2)

I Can we do without all these experts?I Idea 2: Divide the application program in two parts: The abstract

UI and the rendererI How about different devices?I The renderer can be device-specific: It knows best how to use UI

elements of the target deviceI How about different contexts?I The renderer itself can use context information in a device-specific

wayI The abstract UI can choose from a number of available renderers.

This choice can be based on device availability, user preference,context.

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Abstract UIs

AbstractUI implementation

I AbstractUI

1 mSave = new Tr igger I tem2 (2 new TextData ( " Save " ) , fa lse , th is ) ;3 mComment = new Text Input I tem2 (4 new TextData ( "Comment" ) ,5 20 , " Your t e x t here " , th is ) ;6 mComment. setNext ( mSave ) ;7 mRoot = new GroupItem2 (8 new TextData ( " Wr i te Repair Report " ) ,9 th is ) ;

10 mRoot . setSub ( mComment ) ;

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Abstract UIs

Open questions

I Fundamental question: What can the AbstractUI express?I Speech-driven UI?I How to deal with non-renderable objects? (picture on audio-UI)

I Technical question: How can we implement it?I How can we specify an AbstractUI Model? XML?I How can the renderer decide what subtree of the CTT it renders?

on-demand query mechanism?

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Wearable UIs

Wearable UI Methaphor

I Output MechanismI Visual: HMDI Audio

I Input MechanismI Keys: Keyboard, TwiddlerI Hands: gestures, direct manipulationI Speech

I Interaction MethodsI menu selection, direct manipulation, form fillinI command language, natural Speech

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Wearable UIs

Winspect GUI

I Java ImplementationI Uses HMD and “hands-free interaction”I GUI elements optimized for wearable use

I Colors, font sizes, highlightingI Interaction based on dataglove

I Direct Manipulation: Motion, TurnI Gesture for selection

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Wearable UIs

Winspect UI HMD

Image from T. Nicolai

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Wearable UIs

Winspect Direct Manipulation

Image from T. Nicolai

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Wearable UIs

WearableUI

I Renderer for AbstractUII Uses HMD and “hands-free interaction”I GUI elements optimized for wearable use

I Colors, font sizes, highlightingI Few elements displayedI shows in the area of visual focus

I Interaction based on datagloveI Hand gestures to navigate and selectI Additional keyboard for text entry

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Wearable UIs

Wearable UI Gesture

Image from H. Witt

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Wearable UIs

Wearable UI Glove

Image from H. Witt

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Wearable UIs

Wearable UI HMD

Image from H. Witt

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Wearable UIs

WUI-Development

Image from H. Witt

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Wearable UIs

WUI-Structure

Image from H. Witt

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Wearable UIs

Adaptive UIs

I Why adapt an UI?I UI can be optimized due to changes in environmental context

I Light conditionsI User motionI Environmental noise

I UI cannot be controlled anymore under current contextI affected by user activitiesI interaction device failure (e.g. low battery)

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Wearable UIs

Layers of adaptation

Image from H. Witt

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Wearable UIs

Finding adaption rules

I How to find rules for adaptation?I What’s the user reaction on adaptation?

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Wearable Evaluation

Wearable Evaluation

I How to measure the performance of a wearable system?I Remember: Supporting a primary taskI Idea: measure the performance in the primary task.I Example: Wearable Maintenance support

I TimeI Quality

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Wearable Evaluation

Wearable Evaluation (2)

I Drawbacks:I Long time neededI Variation in users/Tasks: Even more time neededI System has to be built and integrated to be evaluatedI What if evaluation outcome is negative?

I Real-world evaluations are rare

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Wearable Evaluation

Wearable Evaluation (3)

I Idea: Implement parts of the system in a lab.I “Living Lab” approacheI Question: How to simulate primary task in the lab?I Aspects of the primary task:

I Physical TaskI Cognitive TaskI Attention

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Wearable Evaluation

Physical tasks

I Simple tasks: Walking, running, bikingI Strenuous tasks: running fast, carrying loadsI Manipulative tasks: push buttons, operate machines, use tools,

select toolsI Precision tasks: handle tools carefully, avoid damage and spillsI Also physical tasks: input (e.g. gesture input)I Body has physical limits: accuracy, force, energy limits

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Wearable Evaluation

Cognitive tasks

I Simple tasks: Reading, Listening, Identify objects, following signs,“matching tasks”

I Complex tasks: calculations, translations, geometric tasks (seeyour favourite IQ test)

I Also cognitive tasks: input, understanding outputI Analog to physical limits: “cognitive load” limitI cognitive load varies with age, familiarity with task, between

persons

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Matchingtask

Image from H. Witt

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Attention !

I Both physical and cognitive tasks need attentionI Attention is limitedI e.g.: you can only memorize a small (5-11) Number of things at

the same time in your short time memoryI Some brain functions have limits: Humans only have one motor

cortexI Degrading attention leads to degraded performance: Precision

lowers, reaction time rises, task execution takes longerI Divided attention: affected by task similarity, task difference,

practice

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Measuring performance

I Idea: Use this information to craft artificial tasks to measureperformance

I Cognitive taks: simple but measurable tasks, measure executiontime and correctness

I Examples: Matching tasks, find repetitions in letter sequences, . . .I Physical tasks: Not too easy, but easy to measureI Examples: Pushing buttons , “Hotwire experiment”I Experiment:

I Measure physical task w/o cognitive taskI Measure cognitive task w/o physical taskI Measure both together

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The Hotwire experiment

I Origin: Children’s game, used to train hand-eye-coordinationI Conductive wire, bent in different shapesI Conductive loop toolI Task: move the loop tool over the wire without touching the wire

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Hotwire

Image from H. Witt

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Interruption by cognitive task

I Interruption studies: Well-known approach in HCI evaluationI Matching task is presented to the user on a HMDI Answer is given with gesture interfaceI Different ways to present cognitive task

I ImmediateI NegociatedI ScheduledI Mediated

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Hotwire-Task

Image from H. Witt

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Measuring Hotwire performance

I Time (to complete wire task)I Contacts (tool-wire)I Error rate (in matching task)I Average age (Answer time for matching task)

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Results

Image from M. Drugge, H. Witt, ISWC06

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Results

I Tasks have an influence to eachotherI Matching error rate almost unchangedI Effect of the interruption methods

I on Time: negotiated methods take longerI on Contacts: negociated methods have more errors (additional

interaction)I on Error: nothingI on Average Age: unclear, side effects disturbe result

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Larger Hotwire (on CeBit)

Image from mrc

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