Creating Experiences with Wearable Computing Richard Hull, Josephine Reid, and Erik Geelhoed...
-
date post
22-Dec-2015 -
Category
Documents
-
view
217 -
download
1
Transcript of Creating Experiences with Wearable Computing Richard Hull, Josephine Reid, and Erik Geelhoed...
Creating Experiences with Wearable Computing
Richard Hull, Josephine Reid, and Erik GeRichard Hull, Josephine Reid, and Erik GeelhoedelhoedHewlett-Packard Lab, BristolHewlett-Packard Lab, Bristol
2002 IEEE , Pervasive Computing2002 IEEE , Pervasive Computing
Outline
Introduction Exploring experience
Experiences from wearable computing application Three beliefs about experience
Experimental Model A Walk in the Wired Woods
User Response Reflections Conclusion
2002 IEEE , Pervasive Computing
Introduction
Wearable Computing moves from research laboratories to the real world.Early research focused on new types of
device-enabled utilityWe can get more experience outside it’s
usefulness We can get direct experiences and
generate indirect experiences from using the wearable computing object.
2002 IEEE , Pervasive Computing
Experience (1/2)
Direct Experiences:Comes from object’s immediate characteristics,
it’s appearance, ergonomics and user model.Ease-of-use has long been a guiding design
principle. Indirect Experiences:
Example: The fun of playing an instrument with friends The pleasure of losing yourself in a good book.
2002 IEEE , Pervasive Computing
Experience (2/2)
Wearable computing applications that deliberately aim to give their users engaging experiences might eventually emerge as a dominant use of the new technology.
Goal of project What makes a wearable computing experience
engaging How the emerging technology might help
systematically deliver such experience
2002 IEEE , Pervasive Computing
Three Beliefs (1/3)
The First is that experience mattersUser might significantly value wearable comp
uting’s experiential applicationUser will encounter many wearable device whi
le engaged in some ongoing experienceThe aim must naturally be to augment rather t
han diminish these active
2002 IEEE , Pervasive Computing
Three Beliefs (2/3)
Second, we can unpack experience to understand why they are engaging and use that to systematically develop applications.
Provisional model:Predicting that compelling experiences will
likely involve stimulation of the senses and challenge and self expression and social interaction
2002 IEEE , Pervasive Computing
Three Beliefs (3/3)
Third, we believe that experiential applications are more likely to be engaging if creative practitioners (artists, games designers) participate.
2002 IEEE , Pervasive Computing
Simple initialization
Situated digital experienceWe are concentrating on location sensitivity,
where the user’s current position, path history,…etc.
We use audio as the primary method of communicating to the user
2002 IEEE , Pervasive Computing
A Walk in the Wired Woods (1/3) Worked with artist LizMilner and musician
Armin Elsaesser to develop an art installation.
The woods was installed in the atrium of the HP Lab building in Bristol, Jan~May 2002
2002 IEEE , Pervasive Computing
A Walk in the Wired Woods (2/3)
2002 IEEE , Pervasive Computing
A Walk in the Wired Woods (3/3) The woods demonstrates a situated sound
space Users automatically receives audio conten
t appropriate to their location The soundspace comprises some 30 piec
es of music, woodland sounds, and spoken narrative
2002 IEEE , Pervasive Computing
Location Sensing (1/2)
Based on a system developed at the Univ. of Bristal
A radio frequency transmitter broadcasts a framing pulse and triggers subsequence bursts from a series of ultrasonic transmitters strung above the space
2002 IEEE , Pervasive Computing
Location Sensing (2/2)
A receiver on the client device hears both the radio pulse and as many of the ultrasonic transmitters as are in range
Compute its position by triangulation This system has proved to be both reliable
and accurate, with a spatial resolution of around 15cm
2002 IEEE , Pervasive Computing
Wireless network
The 802.11b wireless network installed throughout the building
Client uses this to access the directory server to discovery what digital content is situated nearby and to stream audio content from media server
2002 IEEE , Pervasive Computing
XML description
A unique identifier, a channel assignment,and a name
A location and the radius of a circle of applicability around that location
The URL of the audio object associated with that aura
Knowing whether to loop audio on completion
2002 IEEE , Pervasive Computing
Plan View (1/2)
2002 IEEE , Pervasive Computing
Plan View (2/2)
Different for different channelsRed : pieces of musicBlue : woodland soundsBlack : Stepping stone
One of numerous spoken narrativesGreen : wolf growls
For alertingYellow : No mentioned
2002 IEEE , Pervasive Computing
Client Device (1/2)
2002 IEEE , Pervasive Computing
Client Device (2/2)
HP Pocket PC with a compact flash wireless local area network card
A small extension board to interface to the location sensing infrasturcture
Headphones containing an ultrasonic receiver
2002 IEEE , Pervasive Computing
Steps
Detect its location within the exhibition-space using the ultrasonic positioning system
Interpret its location with respect to the map linking the physical and digital exhibition space
Fetch audio data (and other information) on demand from servers over the wireless network
Mix and play multiple stereo audio streams through headphones
Log the user’s movements around the space and the auras encountered
2002 IEEE , Pervasive Computing
User response (1/2)
We observed that visitors typically spent around 20 minutes in this installation
Blue line in plan view show s a path one visitor followed
Users’ feedback was overwhelmingly positive
2002 IEEE , Pervasive Computing
User response (2/2)
Rank 2 list of seven items using an incomplete block design
2002 IEEE , Pervasive Computing
Reflection
The woods gave visitors an engaging experience despite its simple functionality.
The experience model described suggest fertile directions along which we can orientate an intended experience.
2002 IEEE , Pervasive Computing
Conclusion
Propose a model : a walk in the wired wood to improve that wearable device creates experiences indirectly
It still leave lots of work to do.