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LECTURE 6: WEARABLE
COMPUTING
COMP 4026 – Advanced HCI
Semester 5 - 2016
Mark Billinghurst
University of South Australia
September 1st 2016
Major changes in computing
Living Heads Up vs.Heads Down
What is a Wearable Computer ?
▪  A computer that is:
▪  Portable while operational
▪  Enables hands-free/hands-limited use
▪  Able to get the user’s attention
▪  Is always on, acting on behalf of the user
▪  Able to sense the user’s current context
Rhodes, B. J. (1997). The wearable remembrance agent: A system for
augmented memory. Personal Technologies, 1(4), 218-224.
Wearable Computing
▪  Computer on the body that is:
▪  Always on
▪  Always accessible
▪  Always connected
▪  Other attributes
▪  Augmenting user actions
▪  Aware of user and surroundings
The Ideal Wearable
▪  Persists and Provides Constant Access:
Designed for everyday and continuous user over
a lifetime.
▪  Senses and Models Context: Models the users
environment, mental state, it’s own state.
▪  Augments and Mediates: Information support for
the user in both the physical and virtual realities.
▪  Interacts Seamlessly: Adapts its input and output
modalities to those most appropriate at the time.
Starner, T. E. (1999). Wearable computing and contextual awareness
(Doctoral dissertation, Massachusetts Institute of Technology).
History of Wearables
▪  1960-90: Early Exploration
▪  Custom build devices
▪  1990 - 2000: Academic, Military Research
▪  MIT, CMU, Georgia Tech, EPFL, etc
▪  1997: ISWC conference starts
▪  1995 – 2005+: First Commercial Uses
▪  Niche industry applications, Military
▪  2010 - : Second Wave of Wearables
▪  Consumer applications, Head Worn
Thorp and Shannon (1961)
•  Wearable timing device for roulette prediction
•  Audio feedback, four button input
Ed Thorp
KeithTaft (1972)
•  Wearable computer for blackjack card counting
•  Toe input, LED in Glasses for feedback
Belt computer
Shoe Input
Glasses Display
Steve Mann (1980s - )
http://wearcomp.org/
MITWearable Computing (1996)
Enabling Technologies (1989+)
▪  Private Eye Display (Reflection Technologies)
▪  720 x 280 dipslay
▪  Red LED
▪  Vibrating mirror
▪  Twiddler (Handykey)
▪  Chording keypad
▪  Mouse emulation
MIT Tin Lizzy (1993)
▪  General Purpose Wearable
▪  Doug Platt, Thad Starner
▪  150 MHz Pentium CPU
▪  32-64 Mb RAM
▪  6 Gb hard disk
▪  VGA display
▪  2 PCMCIA slots
▪  Cellular modem
http://www.media.mit.edu/wearables/lizzy/lizzy/index.html
Early Wearable Computing
US Military Wearables (1989- )
▪  Early experimentation
▪  386 computer, VGA display
▪  GPS, mapping software
▪  Land Warrior (1991-)
▪  Integrated wearable system
▪  Camera, colour display, radio
▪  Navigation, reports, photos
Zieniewicz, M. J., Johnson, D. C., Wong, C., & Flatt, J. D. (2002). The evolution of
army wearable computers. IEEE Pervasive Computing, 1(4), 30-40.
Wearables at CMU (1991–2000)
▪  Industry focused wearables
▪  Maintenance, repair
▪  Custom designed interface
▪  Dial/button input
▪  Rapid prototyping approach
▪  Industrial designed, ergonomic
http://www.cs.cmu.edu/afs/cs/project/vuman/www/frontpage.html
Early Commercial Systems
▪  Xybernaut (1996 - 2007)
▪  Belt worn, HMD, 200 MHz
▪  ViA (1996 – 2001)
▪  Belt worn, Audio Interface
▪  700 MHz Crusoe
•  Symbol (1998 – 2006)
•  Wrist worn computer
•  Finger scanner
Prototype Applications
▪  Remembrance Agent
▪  Rhodes (97)
▪  Augmented Reality
▪  Feiner (97), Thomas (98)
▪  Remote Collaboration
▪  Garner (97), Kraut (96)
•  Maintenance
•  Feiner (93), Caudell (92)
▪  Factory Work
▪  Thompson (97)
Mobile AR: Touring Machine (1997)
▪  University of Columbia
▪  Feiner, MacIntyre, Höllerer, Webster
▪  Combines
▪  See through head mounted display
▪  GPS tracking
▪  Orientation sensor
▪  Backpack PC (custom)
▪  Tablet input
Feiner, S., MacIntyre, B., Höllerer, T., & Webster, A. (1997). A touring machine:
Prototyping 3D mobile augmented reality systems for exploring the urban
environment. Personal Technologies, 1(4), 208-217.
MARS View
▪  Virtual tags overlaid on the real world
▪  “Information in place”
Backpack/Wearable Systems
1997 Backpack Wearables
▪  Feiner’s Touring Machine
▪  AR Quake (Thomas)
▪  Tinmith (Piekarski)
▪  MCAR (Reitmayr)
▪  Bulky, HMD based
Piekarski, W., & Thomas, B. (2002). ARQuake: the outdoor
augmented reality gaming system. Communications of the
ACM, 45(1), 36-38.
2008: Location Aware Phones
Nokia NavigatorMotorola Droid
2009 - Layar (www.layar.com)
•  Location based data
– GPS + compass location
– Map + camera view
•  AR Layers on real world
– Customized data
– Audio, 3D, 2D content
•  Easy authoring
•  Android, iPhone
Watches
Second Gen. Systems
• Recon (2010 - )
• Head worn displays for sports
• Ski goggle display
• Investment from Intel (2013)
• Google (2011 - )
• Google Glass
• Consumer focus
Demo Video
•  https://www.youtube.com/watch?v=u24cbjqiVfE
Google Glass (2011 - )
• Hardware
• CPU TI OMAP 4430 – 1 Ghz
• 16 GB SanDisk Flash,1 GB Ram
• 570mAh Battery
• Input
• 5 mp camera, 720p recording, microphone
• GPS, InvenSense MPU-9150 inertial sensor
• Output
• Bone conducting speaker
• 640x360 micro-projector display
ViewThrough Google Glass
Always available peripheral information display
Combining computing, communications and content capture
dsfh
Smart Watches
•  Eg Motorola Moto 360, Apple Watch
•  Measure heart rate, movement
•  Provide notifications, runs apps, messages, etc
Moto 360 Smart Watch
https://www.youtube.com/watch?v=Q0prQniEZTA
Activity Monitor
• Fitbit, Microsoft Band
• Measures footsteps, heart rate, calories, sleep
Device Ecosystem
Usage Matterns
Number of Devices Shipped
Summary
Wearables are a new class of computing
Intimate, persistent, aware, accessible, connected
Evolution over 50 year history
Backpack to head worn
Custom developed to consumer ready device
Enables new applications
Collaboration, memory, AR, industry, etc
Many head worn wearables are coming
Android based, sensor package, micro-display
TECHNOLOGY
Wearable Attributes
▪  fafds
Some Key Aspects
▪  Display Technologies
▪  Input Devices
▪  Interaction Metaphors
▪  Perceptual Factors
▪  Ergonomics
▪  Cognitive Aspects
Types of Head Mounted Displays
Occluded
See-thru
Multiplexed
Multiplexed Displays
▪  Above or below line of sight
▪  Strengths
▪  User has unobstructed view of real world
▪  Simple optics/cheap
▪  Weaknesses
▪  Direct information overlay difficult
•  Display/camera offset from eyeline
▪  Wide FOV difficult
Vuzix M-100
▪  Monocular multiplexed display ($1000)
■ 852 x 480 LCD display, 15 deg. FOV
■ 5 MP camera, HD video
■ GPS, gyro, accelerometer
Display Types
▪  Curved Mirror
▪  off-axis projection
▪  curved mirrors in front of eye
▪  high distortion, small eye-box
▪  Waveguide
▪  use internal reflection
▪  unobstructed view of world
▪  large eye-box
See-through thin displays
▪  Waveguide techniques for thin see-through displays
▪  Wider FOV, enable AR applications
▪  Social acceptability
Opinvent Ora
Waveguide Methods
See: http://optinvent.com/HUD-HMD-benchmark#benchmarkTable
Holographic
Hologram diffracts light
Limited FOV
Colour bleeding
Diffractive
Slanted gratings
Total internal reflection
Costly, small FOV
Waveguide Methods
See: http://optinvent.com/HUD-HMD-benchmark#benchmarkTable
Clear-Vu Reflective
Several reflective elements
Thinner light guide
Large FOV, eye-box
Reflective
Simple reflective elements
Lower cost
Size is function of FOV
Input Options
▪  Physical Devices
▪  Keyboard
▪  Pointer
▪  Stylus
▪  Natural Input
▪  Speech
▪  Gesture
▪  Other
▪  Physiological
Twiddler Input
▪  Chording or multi-tap input
▪  Possible to achieve 40 - 60 wpm after 30+ hours
▪  Chording input about 50% faster than multi-tap
▪  cf 20 wpm on T9, or 60+ wpm for QWERTY
Lyons, K., Starner, T., Plaisted, D., Fusia, J., Lyons, A., Drew, A., & Looney, E.
W. (2004, April). Twiddler typing: One-handed chording text entry for mobile
phones. In Proceedings of the SIGCHI conference on Human factors in
computing systems (pp. 671-678). ACM.
Virtual Keyboards
▪  In air text input
▪  Virtual QWERTY keyboard up to 20 wpm
-  On real keyboard around 45-60+ wpm
▪  Word Gesture up to 28 wpm
-  On tablet/phone Word Gesture up to 47 wpm
▪  Handwriting around 20-30 wpm
A. Markussen, et. al. Vulture: A Mid-Air Word-Gesture Keyboard (CHI 2014)
Unobtrusive Input Devices
▪  GestureWrist
▪  Capacitive sensing
▪  Change signal depending on hand shape
Rekimoto, J. (2001). Gesturewrist and gesturepad: Unobtrusive wearable
interaction devices. In Wearable Computers, 2001. Proceedings. Fifth
International Symposium on (pp. 21-27). IEEE.
Unobtrusive Input Devices
▪  GesturePad
▪  Capacitive multilayered touchpads
▪  Supports interactive clothing
Interaction on the Go
▪  Fitt’s law still applies while interacting on the go
▪  Eg: Tapping while walking reduces speed by > 35%
▪  Increased errors while walking
Lin, M., Goldman, R., Price, K. J., Sears, A., & Jacko, J. (2007). How do people
tap when walking? An empirical investigation of nomadic data entry.International
Journal of Human-Computer Studies, 65(9), 759-769.
Where to put Wearables?
▪  Places for unobtrusive wearable technology
Gemperle, F., Kasabach, C., Stivoric, J., Bauer, M., & Martin, R. (1998, October).
Design for wearability. In Wearable Computers, 1998. Digest of Papers. Second
International Symposium on (pp. 116-122). IEEE.
Where to Place Trackpad?
▪  User study 25 people different postures
▪  Front of thigh most preferred, torso/upper arm worst
Thomas, Bruce, et al. "Determination of placement of a body-attached mouse
as a pointing input device for wearable computers." 2012 16th International
Symposium on Wearable Computers. IEEE Computer Society, 1999.
Where do
users want
Wearables?
29% on clothing
28% on wrist
12% on Glasses
RAPID PROTOTYPING
FOR GLASS
How do you Design for this?
Typical Development Steps
▪  Sketching
▪  Storyboards
▪  UI Mockups
▪  Interaction Flows
▪  Video Prototypes
▪  Interactive Prototypes
▪  Final Native Application
Increased
Fidelity &
Interactivity
Sketched Interfaces
▪  Sketch + Powerpoint/Photoshop/Illustrator
GlassSim – http://glasssim.com/
▪  Simulate the view through Google Glass
▪  Multiple card templates
GlassSim Card Builder
▪  Use HTML for card details
▪  Multiple templates
▪  Change background
▪  Own image
▪  Camera view
GlassSim Samples
Glass UI Templates
▪  Google Glass Photoshop Templates
▪  http://glass-ui.com/
▪  http://dsky9.com/glassfaq/the-google-glass-psd-template/
GlassApplication Storyboard
• http://dsky9.com/glassfaq/google-glass-storyboard-
template-download/
ToolKit for Designers
▪  Vectoform Google Glass Toolkit for
Designers
▪  http://blog.vectorform.com/2013/09/16/google-glass-
toolkit-for-designers-2/
▪  Sample cards, app flows, icons, etc
Glassware Flow Designer
•  Visual design tool for Glass interaction flows
•  Collaboratively design apps using common patterns and layouts.
•  https://glassware-flow-designer.appspot.com/
GlassApplication Flow
▪ Series of still photos in a movie format.
▪ Demonstrates the experience of the product
▪ Discover where concept needs fleshing out.
▪ Communicate experience and interface
▪ You can use whatever tools, from Flash to iMovie.
Video Sketching
See https://vine.co/v/bgIaLHIpFTB
Example: Video Sketch of Vine UI
Interactive Wireframing
▪  Developing interactive interfaces/wireframes
▪  Transitions, user feedback, interface design
▪  Web based tools
▪  UXpin - http://www.uxpin.com/
▪  proto.io - http://www.proto.io/
▪  Native tools
▪  Justinmind - http://www.justinmind.com/
▪  Axure - http://www.axure.com/
UXpin - www.uxpin.com
▪  Web based wireframing tool
▪  Mobile/Desktop applications
▪  Glass templates, run in browser
https://www.youtube.com/watch?v=0XtS5YP8HcM
UXpin Demo
http://www.youtube.com/watch?v=0XtS5YP8HcM
Viewing on Glass
•  Use Android Design Preview
•  Push desktop onto Android screen
•  https://github.com/romannurik/AndroidDesignPreview
Android Design Preview Demo
•  https://www.youtube.com/watch?v=WvQrP1szEzg
Processing and Glass
▪  One of the easiest ways to build rich
interactive wearable applications
▪  focus on interactivity, not coding
▪  Collects all sensor input
▪  camera, accelerometer, touch
▪  Can build native Android .apk files
▪  Side load onto Glass
HelloWorld
//called initially at the start of the Processing sketch!
void setup() {!
size(640, 360);!
background(0);!
} !
!
//called every frame to draw output!
void draw() {!
background(0);!
//draw a white text string showing Hello World!
fill(255);!
text("Hello World", 50, 50);!
}!
Demo
HelloWorld Image
PImage img; // Create an image variable!
!
void setup() {!
size(640, 360);!
//load the ok glass home screen image!
img = loadImage("okGlass.jpg"); // Load the image into
the program !
}!
!
void draw() {!
// Displays the image at its actual size at point (0,0)!
image(img, 0, 0);!
}!
Demo
Touch Pad Input
•  Tap recognized as DPAD input
!void keyPressed() {!
!if (key == CODED){!
! !if (keyCode == DPAD) {!
!// Do something ..!
•  Java code to capture rich motion events
•  import android.view.MotionEvent;!
Motion Event
//Glass Touch Events - reads from touch pad!
public boolean dispatchGenericMotionEvent(MotionEvent event) {!
float x = event.getX(); // get x/y coords !
float y = event.getY();!
int action = event.getActionMasked(); // get code for action!
!
switch (action) { // let us know which action code shows up!
!case MotionEvent.ACTION_DOWN:!
! !touchEvent = "DOWN";!
! !fingerTouch = 1;!
!break; !
!case MotionEvent.ACTION_MOVE:!
! !touchEvent = "MOVE";!
! !xpos = myScreenWidth-x*touchPadScaleX;!
! !ypos = y*touchPadScaleY;!
!break;!
Demo
Sensors
•  Ketai Library for Processing
•  https://code.google.com/p/ketai/
•  Support all phone sensors
•  GPS, Compass, Light, Camera, etc
•  Include Ketai Library
•  import ketai.sensors.*;!
•  KetaiSensor sensor;!
Using Sensors
•  Setup in Setup( ) function
•  sensor = new KetaiSensor(this);!
•  sensor.start();!
•  sensor.list();
•  Event based sensor reading
void onAccelerometerEvent(…)!
{!
accelerometer.set(x, y, z);!
}!
Sensor Demo
Sensors
▪  Ketai Library for Processing
▪  https://code.google.com/p/ketai/
▪  Support all phone sensors
▪  GPS, Compass, Light, Camera, etc
▪  Include Ketai Library
▪  import ketai.sensors.*;
▪  KetaiSensor sensor;
Using the Camera
▪  Import camera library
▪  import ketai.camera.*;
▪  KetaiCamera cam;
▪  Setup in Setup( ) function
▪  cam = new KetaiCamera(this, 640, 480, 15);
▪  Draw camera image
void draw() {
//draw the camera image
image(cam, width/2, height/2);
}
Camera Demo
RESOURCES
Online Wearables Exhibit
Online at http://wcc.gatech.edu/exhibition
Glass Resources
▪  Main Developer Website
▪  https://developers.google.com/glass/
▪  Glass Apps Developer Site
▪  http://glass-apps.org/glass-developer
▪  Google Design Guidelines Site
▪  https://developers.google.com/glass/design/
index?utm_source=tuicool
▪  Google Glass Emulator
▪  http://glass-apps.org/google-glass-emulator
Other Resources
▪  AR for Glass Website
▪  http://www.arforglass.org/
▪  Vandrico Database of wearable devices
▪  http://vandrico.com/database
Books
▪  Programming Google Glass
▪  Eric Redmond
▪  Rapid Android
Development: Build Rich,
Sensor-Based Applications
with Processing
▪  Daniel Sauter
www.empathiccomputing.org
@marknb00
mark.billinghurst@unisa.edu.au

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COMP 4026 Lecture 6 Wearable Computing

  • 1. LECTURE 6: WEARABLE COMPUTING COMP 4026 – Advanced HCI Semester 5 - 2016 Mark Billinghurst University of South Australia September 1st 2016
  • 2.
  • 3.
  • 4.
  • 5. Major changes in computing
  • 6.
  • 7.
  • 8. Living Heads Up vs.Heads Down
  • 9. What is a Wearable Computer ? ▪  A computer that is: ▪  Portable while operational ▪  Enables hands-free/hands-limited use ▪  Able to get the user’s attention ▪  Is always on, acting on behalf of the user ▪  Able to sense the user’s current context Rhodes, B. J. (1997). The wearable remembrance agent: A system for augmented memory. Personal Technologies, 1(4), 218-224.
  • 10. Wearable Computing ▪  Computer on the body that is: ▪  Always on ▪  Always accessible ▪  Always connected ▪  Other attributes ▪  Augmenting user actions ▪  Aware of user and surroundings
  • 11. The Ideal Wearable ▪  Persists and Provides Constant Access: Designed for everyday and continuous user over a lifetime. ▪  Senses and Models Context: Models the users environment, mental state, it’s own state. ▪  Augments and Mediates: Information support for the user in both the physical and virtual realities. ▪  Interacts Seamlessly: Adapts its input and output modalities to those most appropriate at the time. Starner, T. E. (1999). Wearable computing and contextual awareness (Doctoral dissertation, Massachusetts Institute of Technology).
  • 12. History of Wearables ▪  1960-90: Early Exploration ▪  Custom build devices ▪  1990 - 2000: Academic, Military Research ▪  MIT, CMU, Georgia Tech, EPFL, etc ▪  1997: ISWC conference starts ▪  1995 – 2005+: First Commercial Uses ▪  Niche industry applications, Military ▪  2010 - : Second Wave of Wearables ▪  Consumer applications, Head Worn
  • 13. Thorp and Shannon (1961) •  Wearable timing device for roulette prediction •  Audio feedback, four button input Ed Thorp
  • 14. KeithTaft (1972) •  Wearable computer for blackjack card counting •  Toe input, LED in Glasses for feedback Belt computer Shoe Input Glasses Display
  • 15. Steve Mann (1980s - ) http://wearcomp.org/
  • 17. Enabling Technologies (1989+) ▪  Private Eye Display (Reflection Technologies) ▪  720 x 280 dipslay ▪  Red LED ▪  Vibrating mirror ▪  Twiddler (Handykey) ▪  Chording keypad ▪  Mouse emulation
  • 18. MIT Tin Lizzy (1993) ▪  General Purpose Wearable ▪  Doug Platt, Thad Starner ▪  150 MHz Pentium CPU ▪  32-64 Mb RAM ▪  6 Gb hard disk ▪  VGA display ▪  2 PCMCIA slots ▪  Cellular modem http://www.media.mit.edu/wearables/lizzy/lizzy/index.html
  • 20. US Military Wearables (1989- ) ▪  Early experimentation ▪  386 computer, VGA display ▪  GPS, mapping software ▪  Land Warrior (1991-) ▪  Integrated wearable system ▪  Camera, colour display, radio ▪  Navigation, reports, photos Zieniewicz, M. J., Johnson, D. C., Wong, C., & Flatt, J. D. (2002). The evolution of army wearable computers. IEEE Pervasive Computing, 1(4), 30-40.
  • 21. Wearables at CMU (1991–2000) ▪  Industry focused wearables ▪  Maintenance, repair ▪  Custom designed interface ▪  Dial/button input ▪  Rapid prototyping approach ▪  Industrial designed, ergonomic http://www.cs.cmu.edu/afs/cs/project/vuman/www/frontpage.html
  • 22.
  • 23. Early Commercial Systems ▪  Xybernaut (1996 - 2007) ▪  Belt worn, HMD, 200 MHz ▪  ViA (1996 – 2001) ▪  Belt worn, Audio Interface ▪  700 MHz Crusoe •  Symbol (1998 – 2006) •  Wrist worn computer •  Finger scanner
  • 24. Prototype Applications ▪  Remembrance Agent ▪  Rhodes (97) ▪  Augmented Reality ▪  Feiner (97), Thomas (98) ▪  Remote Collaboration ▪  Garner (97), Kraut (96) •  Maintenance •  Feiner (93), Caudell (92) ▪  Factory Work ▪  Thompson (97)
  • 25. Mobile AR: Touring Machine (1997) ▪  University of Columbia ▪  Feiner, MacIntyre, Höllerer, Webster ▪  Combines ▪  See through head mounted display ▪  GPS tracking ▪  Orientation sensor ▪  Backpack PC (custom) ▪  Tablet input Feiner, S., MacIntyre, B., Höllerer, T., & Webster, A. (1997). A touring machine: Prototyping 3D mobile augmented reality systems for exploring the urban environment. Personal Technologies, 1(4), 208-217.
  • 26. MARS View ▪  Virtual tags overlaid on the real world ▪  “Information in place”
  • 27. Backpack/Wearable Systems 1997 Backpack Wearables ▪  Feiner’s Touring Machine ▪  AR Quake (Thomas) ▪  Tinmith (Piekarski) ▪  MCAR (Reitmayr) ▪  Bulky, HMD based Piekarski, W., & Thomas, B. (2002). ARQuake: the outdoor augmented reality gaming system. Communications of the ACM, 45(1), 36-38.
  • 28. 2008: Location Aware Phones Nokia NavigatorMotorola Droid
  • 29. 2009 - Layar (www.layar.com) •  Location based data – GPS + compass location – Map + camera view •  AR Layers on real world – Customized data – Audio, 3D, 2D content •  Easy authoring •  Android, iPhone
  • 31. Second Gen. Systems • Recon (2010 - ) • Head worn displays for sports • Ski goggle display • Investment from Intel (2013) • Google (2011 - ) • Google Glass • Consumer focus
  • 34.
  • 35. • Hardware • CPU TI OMAP 4430 – 1 Ghz • 16 GB SanDisk Flash,1 GB Ram • 570mAh Battery • Input • 5 mp camera, 720p recording, microphone • GPS, InvenSense MPU-9150 inertial sensor • Output • Bone conducting speaker • 640x360 micro-projector display
  • 36. ViewThrough Google Glass Always available peripheral information display Combining computing, communications and content capture
  • 37.
  • 38. dsfh
  • 39. Smart Watches •  Eg Motorola Moto 360, Apple Watch •  Measure heart rate, movement •  Provide notifications, runs apps, messages, etc
  • 40. Moto 360 Smart Watch https://www.youtube.com/watch?v=Q0prQniEZTA
  • 41. Activity Monitor • Fitbit, Microsoft Band • Measures footsteps, heart rate, calories, sleep
  • 44. Number of Devices Shipped
  • 45. Summary Wearables are a new class of computing Intimate, persistent, aware, accessible, connected Evolution over 50 year history Backpack to head worn Custom developed to consumer ready device Enables new applications Collaboration, memory, AR, industry, etc Many head worn wearables are coming Android based, sensor package, micro-display
  • 48. Some Key Aspects ▪  Display Technologies ▪  Input Devices ▪  Interaction Metaphors ▪  Perceptual Factors ▪  Ergonomics ▪  Cognitive Aspects
  • 49. Types of Head Mounted Displays Occluded See-thru Multiplexed
  • 50. Multiplexed Displays ▪  Above or below line of sight ▪  Strengths ▪  User has unobstructed view of real world ▪  Simple optics/cheap ▪  Weaknesses ▪  Direct information overlay difficult •  Display/camera offset from eyeline ▪  Wide FOV difficult
  • 51. Vuzix M-100 ▪  Monocular multiplexed display ($1000) ■ 852 x 480 LCD display, 15 deg. FOV ■ 5 MP camera, HD video ■ GPS, gyro, accelerometer
  • 52. Display Types ▪  Curved Mirror ▪  off-axis projection ▪  curved mirrors in front of eye ▪  high distortion, small eye-box ▪  Waveguide ▪  use internal reflection ▪  unobstructed view of world ▪  large eye-box
  • 53. See-through thin displays ▪  Waveguide techniques for thin see-through displays ▪  Wider FOV, enable AR applications ▪  Social acceptability Opinvent Ora
  • 54. Waveguide Methods See: http://optinvent.com/HUD-HMD-benchmark#benchmarkTable Holographic Hologram diffracts light Limited FOV Colour bleeding Diffractive Slanted gratings Total internal reflection Costly, small FOV
  • 55. Waveguide Methods See: http://optinvent.com/HUD-HMD-benchmark#benchmarkTable Clear-Vu Reflective Several reflective elements Thinner light guide Large FOV, eye-box Reflective Simple reflective elements Lower cost Size is function of FOV
  • 56. Input Options ▪  Physical Devices ▪  Keyboard ▪  Pointer ▪  Stylus ▪  Natural Input ▪  Speech ▪  Gesture ▪  Other ▪  Physiological
  • 57. Twiddler Input ▪  Chording or multi-tap input ▪  Possible to achieve 40 - 60 wpm after 30+ hours ▪  Chording input about 50% faster than multi-tap ▪  cf 20 wpm on T9, or 60+ wpm for QWERTY Lyons, K., Starner, T., Plaisted, D., Fusia, J., Lyons, A., Drew, A., & Looney, E. W. (2004, April). Twiddler typing: One-handed chording text entry for mobile phones. In Proceedings of the SIGCHI conference on Human factors in computing systems (pp. 671-678). ACM.
  • 58. Virtual Keyboards ▪  In air text input ▪  Virtual QWERTY keyboard up to 20 wpm -  On real keyboard around 45-60+ wpm ▪  Word Gesture up to 28 wpm -  On tablet/phone Word Gesture up to 47 wpm ▪  Handwriting around 20-30 wpm A. Markussen, et. al. Vulture: A Mid-Air Word-Gesture Keyboard (CHI 2014)
  • 59. Unobtrusive Input Devices ▪  GestureWrist ▪  Capacitive sensing ▪  Change signal depending on hand shape Rekimoto, J. (2001). Gesturewrist and gesturepad: Unobtrusive wearable interaction devices. In Wearable Computers, 2001. Proceedings. Fifth International Symposium on (pp. 21-27). IEEE.
  • 60. Unobtrusive Input Devices ▪  GesturePad ▪  Capacitive multilayered touchpads ▪  Supports interactive clothing
  • 61. Interaction on the Go ▪  Fitt’s law still applies while interacting on the go ▪  Eg: Tapping while walking reduces speed by > 35% ▪  Increased errors while walking Lin, M., Goldman, R., Price, K. J., Sears, A., & Jacko, J. (2007). How do people tap when walking? An empirical investigation of nomadic data entry.International Journal of Human-Computer Studies, 65(9), 759-769.
  • 62. Where to put Wearables? ▪  Places for unobtrusive wearable technology Gemperle, F., Kasabach, C., Stivoric, J., Bauer, M., & Martin, R. (1998, October). Design for wearability. In Wearable Computers, 1998. Digest of Papers. Second International Symposium on (pp. 116-122). IEEE.
  • 63. Where to Place Trackpad? ▪  User study 25 people different postures ▪  Front of thigh most preferred, torso/upper arm worst Thomas, Bruce, et al. "Determination of placement of a body-attached mouse as a pointing input device for wearable computers." 2012 16th International Symposium on Wearable Computers. IEEE Computer Society, 1999.
  • 64. Where do users want Wearables? 29% on clothing 28% on wrist 12% on Glasses
  • 66. How do you Design for this?
  • 67. Typical Development Steps ▪  Sketching ▪  Storyboards ▪  UI Mockups ▪  Interaction Flows ▪  Video Prototypes ▪  Interactive Prototypes ▪  Final Native Application Increased Fidelity & Interactivity
  • 68. Sketched Interfaces ▪  Sketch + Powerpoint/Photoshop/Illustrator
  • 69. GlassSim – http://glasssim.com/ ▪  Simulate the view through Google Glass ▪  Multiple card templates
  • 70. GlassSim Card Builder ▪  Use HTML for card details ▪  Multiple templates ▪  Change background ▪  Own image ▪  Camera view
  • 72. Glass UI Templates ▪  Google Glass Photoshop Templates ▪  http://glass-ui.com/ ▪  http://dsky9.com/glassfaq/the-google-glass-psd-template/
  • 74. ToolKit for Designers ▪  Vectoform Google Glass Toolkit for Designers ▪  http://blog.vectorform.com/2013/09/16/google-glass- toolkit-for-designers-2/ ▪  Sample cards, app flows, icons, etc
  • 75. Glassware Flow Designer •  Visual design tool for Glass interaction flows •  Collaboratively design apps using common patterns and layouts. •  https://glassware-flow-designer.appspot.com/
  • 77. ▪ Series of still photos in a movie format. ▪ Demonstrates the experience of the product ▪ Discover where concept needs fleshing out. ▪ Communicate experience and interface ▪ You can use whatever tools, from Flash to iMovie. Video Sketching
  • 79. Interactive Wireframing ▪  Developing interactive interfaces/wireframes ▪  Transitions, user feedback, interface design ▪  Web based tools ▪  UXpin - http://www.uxpin.com/ ▪  proto.io - http://www.proto.io/ ▪  Native tools ▪  Justinmind - http://www.justinmind.com/ ▪  Axure - http://www.axure.com/
  • 80. UXpin - www.uxpin.com ▪  Web based wireframing tool ▪  Mobile/Desktop applications ▪  Glass templates, run in browser https://www.youtube.com/watch?v=0XtS5YP8HcM
  • 82. Viewing on Glass •  Use Android Design Preview •  Push desktop onto Android screen •  https://github.com/romannurik/AndroidDesignPreview
  • 83. Android Design Preview Demo •  https://www.youtube.com/watch?v=WvQrP1szEzg
  • 84. Processing and Glass ▪  One of the easiest ways to build rich interactive wearable applications ▪  focus on interactivity, not coding ▪  Collects all sensor input ▪  camera, accelerometer, touch ▪  Can build native Android .apk files ▪  Side load onto Glass
  • 85. HelloWorld //called initially at the start of the Processing sketch! void setup() {! size(640, 360);! background(0);! } ! ! //called every frame to draw output! void draw() {! background(0);! //draw a white text string showing Hello World! fill(255);! text("Hello World", 50, 50);! }!
  • 86. Demo
  • 87. HelloWorld Image PImage img; // Create an image variable! ! void setup() {! size(640, 360);! //load the ok glass home screen image! img = loadImage("okGlass.jpg"); // Load the image into the program ! }! ! void draw() {! // Displays the image at its actual size at point (0,0)! image(img, 0, 0);! }!
  • 88. Demo
  • 89. Touch Pad Input •  Tap recognized as DPAD input !void keyPressed() {! !if (key == CODED){! ! !if (keyCode == DPAD) {! !// Do something ..! •  Java code to capture rich motion events •  import android.view.MotionEvent;!
  • 90. Motion Event //Glass Touch Events - reads from touch pad! public boolean dispatchGenericMotionEvent(MotionEvent event) {! float x = event.getX(); // get x/y coords ! float y = event.getY();! int action = event.getActionMasked(); // get code for action! ! switch (action) { // let us know which action code shows up! !case MotionEvent.ACTION_DOWN:! ! !touchEvent = "DOWN";! ! !fingerTouch = 1;! !break; ! !case MotionEvent.ACTION_MOVE:! ! !touchEvent = "MOVE";! ! !xpos = myScreenWidth-x*touchPadScaleX;! ! !ypos = y*touchPadScaleY;! !break;!
  • 91. Demo
  • 92. Sensors •  Ketai Library for Processing •  https://code.google.com/p/ketai/ •  Support all phone sensors •  GPS, Compass, Light, Camera, etc •  Include Ketai Library •  import ketai.sensors.*;! •  KetaiSensor sensor;!
  • 93. Using Sensors •  Setup in Setup( ) function •  sensor = new KetaiSensor(this);! •  sensor.start();! •  sensor.list(); •  Event based sensor reading void onAccelerometerEvent(…)! {! accelerometer.set(x, y, z);! }!
  • 95. Sensors ▪  Ketai Library for Processing ▪  https://code.google.com/p/ketai/ ▪  Support all phone sensors ▪  GPS, Compass, Light, Camera, etc ▪  Include Ketai Library ▪  import ketai.sensors.*; ▪  KetaiSensor sensor;
  • 96. Using the Camera ▪  Import camera library ▪  import ketai.camera.*; ▪  KetaiCamera cam; ▪  Setup in Setup( ) function ▪  cam = new KetaiCamera(this, 640, 480, 15); ▪  Draw camera image void draw() { //draw the camera image image(cam, width/2, height/2); }
  • 99. Online Wearables Exhibit Online at http://wcc.gatech.edu/exhibition
  • 100. Glass Resources ▪  Main Developer Website ▪  https://developers.google.com/glass/ ▪  Glass Apps Developer Site ▪  http://glass-apps.org/glass-developer ▪  Google Design Guidelines Site ▪  https://developers.google.com/glass/design/ index?utm_source=tuicool ▪  Google Glass Emulator ▪  http://glass-apps.org/google-glass-emulator
  • 101. Other Resources ▪  AR for Glass Website ▪  http://www.arforglass.org/ ▪  Vandrico Database of wearable devices ▪  http://vandrico.com/database
  • 102. Books ▪  Programming Google Glass ▪  Eric Redmond ▪  Rapid Android Development: Build Rich, Sensor-Based Applications with Processing ▪  Daniel Sauter