18/11/2018 1 PA198 Augmented Reality Interfaces Lecture 8 Wearable Augmented Reality Fotis Liarokapis liarokap@fi.muni.cz 19th November 2018 Introduction Intro to Wearable Computing (WC) • Technology which allows for the human and computer to interact, process data, and perform tasks as one unit • The concept of wearable computers attempts to bridge the ‘interaction gap’ between the computer and a human • Wearable computing promotes devices that should be as natural to the user as wearing sunglasses or clothes Conventional Computer Roadmap: Wearable Computing 2020, Wear it at work. Today’s Mobile Interaction • Unusable when interaction with the physical world needed Roadmap: Wearable Computing 2020, Wear it at work. The Wearable Vision • Non disruptive interaction • Environment oriented – Context recognition – Augmentation • Physically unobtrusive • Seamlessly connected Roadmap: Wearable Computing 2020, Wear it at work. 18/11/2018 2 Wearable vs. Mobile Computing • Focus on the interaction of user/system real world user mobile system <5% real world user mobile system 95% Interaction mode change real worlduser wearable system 100 % What is a Wearable Computer? • A computer that is subsumed into the personal space of the user • Controlled by the user, and always with the user – it is always on and always accessible – Operational and interactional consistency Wearable Computer Definition • A wearable computer offers all the features of a regular computing system, but is also totally related with the user Ganguly, K. A Study on Wearable Computing, CS898A - Mobile / Wireless Communications Fundamentals of Wearable Computing • Humanistic Intelligence (HI) • Human-Computer Interaction (HCI) • Mediated Reality Ganguly, K. A Study on Wearable Computing, CS898A - Mobile / Wireless Communications Humanistic Intelligence (HI) • HI is the intelligence that arises when a human is part of the feedback loop of a computational process in which the human and computer are linked • This creates a far more powerful entity than the individual parts Ganguly, K. A Study on Wearable Computing, CS898A - Mobile / Wireless Communications Signal flow path theory of HI "Humanistic intelligence wearcompdef multichannel6only" by Glogger - Own work. Licensed under CC BY-SA 3.0 via Commons - https://commons.wikimedia.org/wiki/File:Humanistic_intelligence_wearcompdef_multichannel6only.png#/media/File:Humanistic_intelligence_ wearcompdef_multichannel6only.png 18/11/2018 3 HCI • HCI typically treats the human and computer as 2 separate entities • Wearable computing extends the HCI concept – The computer can be regarded as a second brain, with it’s sensory modalities and additional senses adding to the wearer’s (paradigm shift) • Idea is to move the tools of augmented intelligence and communication directly onto the human body Ganguly, K. A Study on Wearable Computing, CS898A - Mobile / Wireless Communications Mediated Reality • Refers to the ability to add to, subtract information from, or otherwise manipulate one's perception of reality – Through the use of a wearable computer or hand-held device • Typically, it is the user's visual perception of the environment that is mediated https://en.wikipedia.org/wiki/Computer-mediated_reality Displays what's really there and then this allows a computer to be inserted into the "reality stream" to modify it Mediated Reality . • Mixed reality and augmented reality are special cases of mediated reality https://en.wikipedia.org/wiki/Computer-mediated_reality Goal of Wearable Computing • Main goal of the wearable computing paradigm is to produce a symbiotic relationship between the human and computer – Rather than attempting to emulate human intelligence • The computer simply performs tasks at which it is much better and faster at doing Ganguly, K. A Study on Wearable Computing, CS898A - Mobile / Wireless Communications Communications • Wireless communication is an integral part of wearable computing – Extremely important! • Nowadays WC’s use communication protocols such as: – 802.11x – Bluetooth – Infra-red Ganguly, K. A Study on Wearable Computing, CS898A - Mobile / Wireless Communications Hardware • Small size and light-weight – Getting better and better – Innovative design of components • Functionality is decided by where on the body it is worn – Head-mounted are the most common • Multiple standard connectors – i.e. USB • Innovative power use – Batteries are still a problem 18/11/2018 4 Software • Common Operating Systems: – Windows – Linux (popular) – MS-DOS • GUIs are typically minimal • Installed applications depend on the function of the device • Use of Agents is mandatory, not optional – i.e. Remembrance agent, context-aware agent, etc Ganguly, K. A Study on Wearable Computing, CS898A - Mobile / Wireless Communications Why Use Wearables • Since they are wearable they are always with you – Difficult to loose • Instant access, information anywhere and at anytime – Laptops require preparation time – PDAs require both hands • Can become very personal items – Transparent use Who Uses Wearables • Researchers – i.e. Augmented reality • Field workers – Access to information given by remote experts • Technicians – Blueprints • Military – Soldiers monitoring health and equipment Characteristics of Computing Devices [L. Gorlenko and R. Merrick, No wires attached: Usability challenges in the connected mobile world] Brief History 1961 1966 1977 1981 1991 1993 1968 1991 1992 1993 1996 1980 Evolution of Wearable Computers 18/11/2018 5 Father of Wearable Computing https://www.youtube.com/watch?v=jhTchUYEIdU Wearable Devices Ganguly, K. A Study on Wearable Computing, CS898A - Mobile / Wireless Communications Architecture Key Architecture Question • What does integration with the outfit mean ? • Observation: – Clothing is a heterogeneous, distributed, dynamically reconfigurable system • Function • Technology • User expectation • Solution: – 4 layers of integration reflecting relation between clothing and electronic Roadmap: Wearable Computing 2020, Wear it at work. Layer 1: Functional Textiles Roadmap: Wearable Computing 2020, Wear it at work. spacer fabric Simple Functions in Textiles Roadmap: Wearable Computing 2020, Wear it at work. 18/11/2018 6 Smart Shirts • Wearable Motherboard, Smart Shirt (GATECH) Roadmap: Wearable Computing 2020, Wear it at work. Layer 2: Embedded Microsystems Roadmap: Wearable Computing 2020, Wear it at work. Miniaturized Sensors • (Bharatula, Ossevoort, Lukowicz, Tröster, 2004) Roadmap: Wearable Computing 2020, Wear it at work. Layer 3: Attachable Peripherals Roadmap: Wearable Computing 2020, Wear it at work. Augmented Reality Roadmap: Wearable Computing 2020, Wear it at work. Billinghurst, M. Designing for Wearables, AWE Asia 2015. 18/11/2018 7 Sensor Based Interfaces Roadmap: Wearable Computing 2020, Wear it at work. ETH QBIC: Belt Integrated System • Buckle as computer housing • Belt as peripheral bus – Connectors – Batteries – Wireless adapter, storage etc Roadmap: Wearable Computing 2020, Wear it at work. QBIC Roadmap: Wearable Computing 2020, Wear it at work. ETH QBIC Roadmap: Wearable Computing 2020, Wear it at work. Layer 4: Carry On Devices Roadmap: Wearable Computing 2020, Wear it at work. Wearable Computer New Scientist https://www.youtube.com/watch?v=9DNXLAogM7Q 18/11/2018 8 Design Guidelines How To Design This? Billinghurst, M. Designing for Wearables, AWE Asia 2015. Universal Design Principles • Flexibility • Equitable use • Easy to perceive • Simple and intuitive • Low physical effort • High tolerance for error Billinghurst, M. Designing for Wearables, AWE Asia 2015. Designing for Wearables • Wearables are intimate on-body devices, so interface design for wearables, means: – Designing for Attention – Designing for Interruption – Designing for User Experience – Designing for Social Interaction Billinghurst, M. Designing for Wearables, AWE Asia 2015. Micro-Interactions • Using mobile phone people split their attention between the display and the real world Billinghurst, M. Designing for Wearables, AWE Asia 2015. Time Looking at Screen • Oulasvirta, A. (2005). The fragmentation of attention in mobile interaction, and what to do with it. interactions, 12(6), 16-18 Billinghurst, M. Designing for Wearables, AWE Asia 2015. 18/11/2018 9 Using Micro Interactions • Quick micro-interactions reduce divided attention and allow people to spend more time in real world Billinghurst, M. Designing for Wearables, AWE Asia 2015. Like A Rear View Mirror • Don't overload the user • Stick to the absolutely essential – Avoid long interactions • Be explicit Billinghurst, M. Designing for Wearables, AWE Asia 2015. Make it Glanceable • Seek to rigorously reduce information density • Successful designs afford for recognition, not reading Billinghurst, M. Designing for Wearables, AWE Asia 2015. Reduce the Number of Info Chunks • Designing for recognition, not reading • Reducing the total # of information chunks will greatly increase the glance ability of the design Billinghurst, M. Designing for Wearables, AWE Asia 2015. Design Single Interactions < 4 sec Billinghurst, M. Designing for Wearables, AWE Asia 2015. Test the Glanceability of Your Design Billinghurst, M. Designing for Wearables, AWE Asia 2015. 18/11/2018 10 Design for Micro-Interactions • Design interactions less than a few seconds – Tiny bursts of interaction – One task per interaction – One input per interaction • Benefits – Use limited input – Minimize interruptions – Reduce attention fragmentation Billinghurst, M. Designing for Wearables, AWE Asia 2015. Important Note • Design for limited attention/micro-interactions • No more than 4 seconds to complete a given step in the interaction Billinghurst, M. Designing for Wearables, AWE Asia 2015. Designing for Interruptions • Assume user is engaged in critical real world task • Use context to filter interruptions – Is it necessary? • Interrupt in way that consumes least attention • Allow user to dismiss interruption with minimal effort • Progressively disclose information and increase interaction Billinghurst, M. Designing for Wearables, AWE Asia 2015. Interruptions on Glass Example • Receiving SMS on Glass – Gradually increase engagement and attention load – Respond to user engagement Billinghurst, M. Designing for Wearables, AWE Asia 2015. Important Note • Design carefully for interruption • Low cognitive load that can be increased as needed – i.e. NASA TLX NASA TLX • A subjective workload assessment tool • Allows users to perform subjective workload assessments on operator(s) working with various human-machine systems • A multi-dimensional rating procedure that derives an overall workload score based on a weighted average of ratings on six subscales http://humansystems.arc.nasa.gov/groups/tlx/ 18/11/2018 11 Consider Your User • Wearable User – Probably Mobile – One/no hand interaction – Short application use – Need to be able to multitask – Use in outdoor or indoor environment – Want to enhance interaction with real world Billinghurst, M. Designing for Wearables, AWE Asia 2015. How To Take A Note? Billinghurst, M. Designing for Wearables, AWE Asia 2015. Glass Pictures Example • On Glass there are three ways to take a picture – Voice commands – “Ok Glass, Take a Picture” – Touch navigation through menu – Winking with right eye • Which you use depends on context – Riding a bike outdoors – voice commands – During a meeting – winking Billinghurst, M. Designing for Wearables, AWE Asia 2015. Important Note • Provide many different ways of accessing functionality • Each person is different! Design For Device • Simple, relevant information • Complement existing devices Billinghurst, M. Designing for Wearables, AWE Asia 2015. 18/11/2018 12 Glass User Interface Billinghurst, M. Designing for Wearables, AWE Asia 2015. Test Indoors & Outdoors Billinghurst, M. Designing for Wearables, AWE Asia 2015. Design for Context Billinghurst, M. Designing for Wearables, AWE Asia 2015. Design for Ecosystem of Wearables • User have multiple devices – Phone, watch – Fitness band, HMD • Each device should be used when it’s most relevant and when it’s the easiest interaction available Billinghurst, M. Designing for Wearables, AWE Asia 2015. Interface Guidelines • Design for device • Use multiple input options • Do one thing at a time • Consider user context • Design for indoor and outdoor use • Design for device ecosystem Billinghurst, M. Designing for Wearables, AWE Asia 2015. Social Acceptance • People don’t want to look silly – Only 12% of 4,600 adults would be willing to wear AR glasses – 20% of mobile AR browser users experience social issues • Acceptance more due to social than technical issues – Needs further studies • Ethnographic, field tests, longitudinal Billinghurst, M. Designing for Wearables, AWE Asia 2015. 18/11/2018 13 Social Implications • Freak or Trendy? Social Implications Questions • Will the use of wearable computers become a symbol of elitism or will they become accepted as part of the daily routine? • Is the integration of computer equipment into the body more acceptable than a wearable computer module? Prototyping Main Goal • How can we quickly prototype wearable computing applications with little or no experience • Understand the market and user needs first Why Prototype? • Quick visual design • Capture key interactions • Focus on user experience • Communicate design ideas • Learn by experience Billinghurst, M. Designing for Wearables, AWE Asia 2015. Prototype Design Process 18/11/2018 14 Typical Development Steps Billinghurst, M. Designing for Wearables, AWE Asia 2015. Sketched Interfaces • Sketch + Powerpoint/Photoshop/Illustrator Billinghurst, M. Designing for Wearables, AWE Asia 2015. Paper Prototype • Use sketched interface in template Billinghurst, M. Designing for Wearables, AWE Asia 2015. Smart Watch Templates • https://dribbble.com/jaysuthar/buckets/260235-watch Billinghurst, M. Designing for Wearables, AWE Asia 2015. Wearables Today Application Areas • Warehouse picking • Inspection • Maintenance • Repair • Medical • Security • Military 18/11/2018 15 A Prototypical Wearable Device • Hearing aid computer • Permanently useful • Augments user‘s perception • Situation sensitive – Adjusts amplification to the situation • Virtually unnoticeable Roadmap: Wearable Computing 2020, Wear it at work. Consumer Applications • Fossil has created the wrist PDA, it uses the Palm OS, and has almost all the functionality of a standard Palm Pilot • Accenture Technology Labs has created a device that uses two small microphones, and a camera to assist in remembering a persons name Consumer Applications . • MIT Media Lab has developed handbags that alert you when you leave – Things behind, your wallet, or an umbrella if you need one • Oakley has developed the first digital music eyewear – The Oakley Thump, comes equipped with a solid state hard drive, for skip free listening Intel Wearable Video https://www.youtube.com/watch?v=iwSpn7H7vKg Medical Applications • Wrist worn medical monitoring devices Medical Applications . • The C-Leg – Uses the C programming language to do all of the calculations required to function, hence “C”-leg – Sensors from the foot and ankle get load information, sensors from the knee get the precise angle of the leg and swing speed, this is all sent to a microprocessor for processing Ottobockus.com 18/11/2018 16 C-Leg Video https://www.youtube.com/watch?v=F0bpXmzCw7A Personal/Recreational Use • Web surfing • Email/Text/Video Messaging • Note taking • Audio/Video Entertainment Hiris Video https://www.youtube.com/watch?v=VF9Qkt89u30 Military Wearables Early Years - The Soldier's Computer • James Schoening, Matt Zieniewicz 1989, John Flatt, Sal Barone, and Almon Gillette, 1990 • Schoening: – small wearable computer, integrated with a wireless link and HMD • Matt Zieniewicz: – wireless data transmission, image capture, integrated Global Positioning System (GPS) receivers, and menu-driven software Zieniewicz, M.J., Johnson, D.C., Wong, D.C., Flatt , J.D. The Evolution of Army Wearable Computers, Research, Development, and Engineering Center, US Army Communications Electronic Command Army Material Command's - First Trade Show • Agilis bricktype 386-based computer • Software: – Creating reports, displaying battlefield situation maps – Could enter and transmit simple reports to other units • HMD: – 14-inch monochromatic display • Interaction: – Trackball for input Zieniewicz, M.J., Johnson, D.C., Wong, D.C., Flatt , J.D. The Evolution of Army Wearable Computers, Research, Development, and Engineering Center, US Army Communications Electronic Command 18/11/2018 17 The SIPE project • Spring of 1990 – Led by Carol Fitzgerald • New digitized battlefield concept: – portable, wearable battery-powered computer • Computer needed to include: – Image capture – Integrated radio – Portable display unit Zieniewicz, M.J., Johnson, D.C., Wong, D.C., Flatt , J.D. The Evolution of Army Wearable Computers, Research, Development, and Engineering Center, US Army Communications Electronic Command SIPE Requirements • Challenges – Integrate these components into a lightweight package – Bring computing devices to the individual soldier • None of the functions were commercially available • Software: – Developed in C Zieniewicz, M.J., Johnson, D.C., Wong, D.C., Flatt , J.D. The Evolution of Army Wearable Computers, Research, Development, and Engineering Center, US Army Communications Electronic Command SIPE Functionality • The new system aimed to digitize basic battlefield operations to help soldiers – Read maps, navigate, and maintain situation awareness – Receive, prepare, and send written field reports – Capture and transmit color still images for reconnaissance purposes – Access battlefield operations reference material Zieniewicz, M.J., Johnson, D.C., Wong, D.C., Flatt , J.D. The Evolution of Army Wearable Computers, Research, Development, and Engineering Center, US Army Communications Electronic Command SIPE System Architecture • Computer processor with memory • GPS receiver and a digital compass • Data radio • Video capture system • A miniature color camera • A video controller subsystem • An HMD • A power supply subsystem • Wiring harnesses and packaging Zieniewicz, M.J., Johnson, D.C., Wong, D.C., Flatt , J.D. The Evolution of Army Wearable Computers, Research, Development, and Engineering Center, US Army Communications Electronic Command Feedback From Soldiers • Operate longer on a set of batteries • Computer-radio-GPS: – 18 pounds • HMD into helmet – nearly 8 pounds • CRT display – 15 pounds • Drawback – Delay in capturing and sending a still video image Zieniewicz, M.J., Johnson, D.C., Wong, D.C., Flatt , J.D. The Evolution of Army Wearable Computers, Research, Development, and Engineering Center, US Army Communications Electronic Command Land Warrior Project • Land Warrior requirements: – Integrate small arms with high-tech equipment – Provide communications and command and control at the infantry soldier level – Look at the individual infantry soldier as a complete unit rather than as a segment of a larger force • Cancelled in 2007, but restarted in 2008 https://en.wikipedia.org/wiki/Land_Warrior 18/11/2018 18 Major Subsystems and Components • Computer subsystem • Helmet subsystem • Control and communications subsystem • Weapons subsystem • Navigation system Zieniewicz, M.J., Johnson, D.C., Wong, D.C., Flatt , J.D. The Evolution of Army Wearable Computers, Research, Development, and Engineering Center, US Army Communications Electronic Command Helmet Subsystem Zieniewicz, M.J., Johnson, D.C., Wong, D.C., Flatt , J.D. The Evolution of Army Wearable Computers, Research, Development, and Engineering Center, US Army Communications Electronic Command Computer Subsystem Zieniewicz, M.J., Johnson, D.C., Wong, D.C., Flatt , J.D. The Evolution of Army Wearable Computers, Research, Development, and Engineering Center, US Army Communications Electronic Command Land Warrior Video https://www.youtube.com/watch?v=dDrvZzfmuk4 21st-Century Soldier • 21st-Century Soldier (Czech: Voják 21. století) is a Czech Future Soldier military project • The agreement of Czech Ministry of Defence and VOP-026 Šternberk about the future soldier program was signed in 2004 • A functional prototype was created at the end of 2005 – Expected to be operation in 2012 https://en.wikipedia.org/wiki/21st-Century_Soldier Timeline of Army’s Wearable Systems Zieniewicz, M.J., Johnson, D.C., Wong, D.C., Flatt , J.D. The Evolution of Army Wearable Computers, Research, Development, and Engineering Center, US Army Communications Electronic Command 18/11/2018 19 Military Suit & Suspended Armor https://www.youtube.com/watch?v=Ix_KVBLrEdo Conclusions • Wearables mainly used by Universities – Industrial applications are catching up • Major obstacles – Power, cooling, processing power, lightweight components, displays, graphics • Future: – A single wearable will replace all separate devices we carry and use on a daily basis Questions