2006:60 DOCTORAL T H E SI S

Interaction Aspects of Wearable Computing for Human Communication

Mikael Drugge

Luleå University of Technology Department of Science and Electrical Engineering Media Technology Research Group 2006:60|: -1544|: - -- 06 ⁄60 -- 

Interaction Aspects of Wearable Computing for Human Communication

Mikael Drugge

Media Technology Research Group Department of and Electrical Engineering Luleå University of Technology SE–971 87 Luleå Sweden

December 2006

Supervisor Ph.D. Peter Parnes, Luleå University of Technology ii Abstract

This thesis presents the use of wearable for aiding human communication over a distance, focusing on interaction aspects that need to be resolved in order to realize this goal. As wearable computers by definition are highly mobile, always on, and always accessible, the ability to communicate becomes independent of place, time and situation. This also imposes new requirements on the of the wearable computer, calling for natural and unobtrusive interaction with the user. One of the key challenges in wearable computing today is to streamline the user’s inter- action, so that it is tailored for the situation at hand. A user interface that takes too much effort to use, interrupts or requires more than a minimum of attention, will inevitably ham- per the user’s ability to perform tasks in . At the same time, human communication involves both effort, interruptions and paying attention, so the key is to find a balance where wearable computers can aid human communication without being intrusive. To design user interfaces supporting this, we need to know what roles different aspects of interaction have in the field of wearable computing. In this thesis, the use of wearable computing for aiding human communication is explored around three aspects of interaction. The first aspect deals with how information can be conveyed by the wearable computer user, allowing a user to retrieve advice and guidance from experts, and remote persons to share experiences over a distance. The thesis presents findings of using wearable computing for sharing knowledge and experience, both for informal exchange among work colleagues, as well as enabling more efficient communication among health-care personnel. The second aspect is based on findings from these trials and concerns how the wearable computer inter- acts with the user. As the user performs tasks in the real world, it is important to determine how different methods of notifying the user affects her attention and performance, in order to design interfaces that are efficient yet pleasant to use. The thesis presents user studies examin- ing the impact of different methods of interruption, and provides guidelines for how to make notifications less intrusive. The third and final aspect considers how the user’s physical inter- action with the wearable computer can be improved. The thesis presents rapid prototyping of employing user centric design. Furthermore, a framework for ubiquitous multimedia communication is presented, enabling wearable computers to be dynamically configurable and utilize resources in the environment to supplement the user’s equipment. All in all, the thesis presents how wearable communications systems can be developed and deployed, how their human-computer interaction should be designed for unobtrusive operation, and how they can come to practical use in real world situations.

iii iv Contents

Abstract iii

Preface xi

Publications xiii

Acknowledgments xv

1 Thesis Introduction 1 1.1 Introduction ...... 3 1.2ThesisOrganization...... 3 1.3 Background and Motivation ...... 4 1.3.1 WearableComputing...... 4 1.3.2 UbiquitousandPervasiveComputing...... 6 1.3.3 VideoConferencingandE-meetings...... 7 1.3.4 MobileE-meetings...... 8 1.3.5 MotivationofThesis...... 11 1.4ResearchQuestions...... 11 1.5ScopeandDelimitationoftheThesis...... 14 1.6 Research Methodology ...... 14 1.7SummaryofIncludedPublications...... 16 1.8WearableComputingforHumanCommunication...... 18 1.8.1 Mobile E-Meetings through Wearable Computing ...... 19 1.8.2 ManagingInterruptionsandNotifications...... 22 1.8.3 PrototypingandDeployingMobileE-MeetingSystems...... 24 1.9Discussion...... 28 1.9.1 FutureResearchDirections...... 31

v vi Contents

1.9.2 Conclusions...... 31 1.10PersonalContribution...... 32

2 Sharing Experience and Knowledge with Wearable Computers 35 2.1 Introduction ...... 37 2.1.1 EnvironmentforTesting...... 38 2.2RelatedWork...... 38 2.3TheMobileUser...... 38 2.3.1 HardwareEquipment...... 39 2.3.2 SoftwareSolution...... 40 2.4 Beyond Communication ...... 41 2.4.1 BecomingaKnowledgeableUser...... 41 2.4.2 InvolvingExternalPeopleinMeetings...... 42 2.4.3 WhenWearableComputerUsersMeet...... 43 2.5Evaluation...... 44 2.5.1 TheImportanceofText...... 44 2.5.2 CameraandVideo...... 46 2.5.3 Microphone and Audio ...... 46 2.5.4 TransmissionofKnowledge...... 46 2.6Conclusions...... 47 2.6.1 FutureWork...... 47 2.7Acknowledgements...... 47

3 Experiences of Using Wearable Computers for Ambient Telepres- ence and Remote Interaction 49 3.1 Introduction ...... 51 3.1.1 RelatedWork...... 52 3.2EverydayTelepresence...... 54 3.3WearableComputers...... 56 3.4ExperiencesofTelepresence...... 58 3.4.1 UserInterfaceProblems...... 59 3.4.2 ChoiceofMediaforCommunicating...... 61 3.5Evaluation...... 62 3.5.1 TimeforSetupandUse...... 62 3.5.2 DifferentLevelsofImmersion...... 63 Contents vii

3.5.3 AppearanceandAesthetics...... 66 3.5.4 RemoteInteractionsmadePossible...... 68 3.5.5 Summary...... 68 3.6Conclusions...... 69 3.6.1 FutureWork...... 69 3.7Acknowledgments...... 70

4 Methods for Interrupting a Wearable Computer User 71 4.1 Introduction ...... 73 4.1.1 RelatedWork...... 74 4.2Experiment...... 75 4.2.1 RealWorldTask...... 75 4.2.2 InterruptionTask...... 76 4.2.3 CombiningtheTasks...... 76 4.2.4 Treatments...... 77 4.3UserStudy...... 79 4.3.1 TestSession...... 79 4.3.2 Apparatus...... 80 4.4Results...... 82 4.4.1 ComparisonwithBaseCases...... 83 4.4.2 PairwiseComparisonofTreatments...... 84 4.4.3 ComparisonwithOriginalStudy...... 85 4.4.4 SubjectiveComments...... 85 4.5Conclusions...... 86 4.5.1 FutureWork...... 86 4.6Acknowledgments...... 86

5 Using the "HotWire" to Study Interruptions in Wearable Com- puting Primary Tasks 87 5.1 Introduction ...... 89 5.1.1 Motivation...... 89 5.1.2 Outline ...... 90 5.2RelatedWork...... 90 5.3Experiment...... 91 5.3.1 PrimaryTask...... 91 viii Contents

5.3.2 InterruptionTask...... 92 5.3.3 Methods for Handling Interruptions ...... 92 5.4UserStudy...... 93 5.4.1 Apparatus...... 94 5.5Results...... 96 5.5.1 Time...... 98 5.5.2 Contacts...... 99 5.5.3 Errorrate...... 101 5.5.4 Averageage...... 101 5.6Evaluatingtheapparatus...... 101 5.7Conclusions...... 102 5.7.1 FutureWork...... 103 5.8Acknowledgments...... 103

6 Wearable Systems in Nursing Home Care: Prototyping Experi- ence 105 6.1 Introduction ...... 107 6.2ScopingtheProject...... 108 6.3PaperPrototyping...... 109 6.3.1 Paper,Pen,andPlastic...... 109 6.3.2 PaperPrototypingBenefits...... 110 6.4 Moving to Multimodal Devices ...... 111 6.4.1 WearablePrototype...... 111 6.4.2 CommunicationApplication...... 111 6.4.3 WizardofOzTesting...... 112 6.4.4 FeedbackFromtheNurses...... 113 6.5FinalRemarks...... 114 6.6Acknowledgments...... 115

7 Enabling Multimedia Communication using a Dynamic Wearable Computer in Ubiquitous Environments 117 7.1 Introduction ...... 120 7.2 Background and Related Work ...... 121 7.3TheUbiquitousCommunicationManagementFramework...... 122 7.3.1 InformationRepositories...... 124 7.3.2 PersonalCommunicationManagementAgent...... 127 ix

7.3.3 RemoteControlUserInterface...... 128 7.3.4 Mobility Manager ...... 129 7.4Evaluation...... 131 7.4.1 FrameworkImplementation...... 132 7.4.2 MessageComplexity...... 135 7.4.3 BandwithOverhead...... 136 7.4.4 TimeComplexity...... 137 7.4.5 ProofofConcept...... 138 7.4.6 Scenario...... 138 7.4.7 PrototypeImplementation...... 139 7.4.8 HardwareusedintheScenario...... 140 7.4.9 EvaluationbyEndUsers...... 141 7.5Discussion...... 143 7.6Acknowledgements...... 145

Bibliography 147 x Preface

The work presented in this thesis has been conducted at Luleå University of Technology (LTU) between the years 2002 and 2006. I started in a project called RadioSphere with the Centre for Distance-spanning Technology (CDT), where the ultimate goal was to proliferate the mobile Internet by providing ubiquitous network access to mobile computers. Among the work needed to help this vision come true, was research in human-computer interaction for highly mobile and portable devices. This brought me in contact with the field of wearable computing, where I together with my colleague Marcus Nilsson became the local pioneers in exploring this research topic at our university. Much of my early work was to build a foundation of knowledge on how wearable com- puters could be used, creating prototypes which would provide first hand experience in order to provide the essential know-how about wearable computing. As my research group had a long history of research in multimedia communication and online e-meetings between people, my research soon followed along with the goal of enabling and facilitating such e-meetings through wearable computing. This resulted in a number of publications where the concept of using wearable computers for mobile e-meetings was explored. Realizing that wearable computing was in fact a very broad and highly interdisciplinary field of research, containing topics ranging from software to hardware and human-computer interaction, crossing over into fields such as psychology and ergonomics and even fashion design, I tried to focus my work more on the human-computer interaction aspect. The reason for this choice being that one of the major problems I found when using our wearable com- puters in real-life settings, was that the user interface was highly difficult to get right for a computer supposed to be used in mobile and physically challenging environments, and this was detrimental for the entire concept of mobile e-meetings. One of the inherent properties of a meeting in the real world is that the persons involved interact and interrupt each other, and when meetings are mediated through a computer this happens even more frequently as social cues are lost in the process. Therefore, I did an experiment aimed at finding out how to manage interruptions properly. Because of the depth of this research question, this would turn out to lead to a series of experiments and publications that would continue throughout the years. After my licentiate thesis in late 2004, I got involved in projects run by the Centre for Distance-spanning Healthcare (CDH). Noticing the need for better communication and the ability to bridge distances between medical workers in the rural parts of northern Sweden, such as enabling a nurse to remotely communicate with a doctor when examining a patient,

xi xii Preface my research became focused on providing mobile e-meetings for such purposes. Because of the precarious situation of deploying novel computing solutions for people who normally deal with humans rather than computers, my research still maintained the ever important goal of making interaction easy and disruption free. Having access to a nursing home in which prototypes could be deployed and experiments conducted, this led to a number of field tests with proof of concept solutions. In the following autumn and winter of 2005, I was given the opportunity to stay as an exchange student at the Technologie-Zentrum Informatik (TZI) at the University of Bremen in Germany. Me being the only researcher in wearable computing back home at LTU, working together with the many members of the TZI wearable computing research group proved to be a highly educational and valuable time. Besides gaining new insights in research and research methodologies related to wearable computing, we also initiated a collaboration around my interruption studies as interaction was a common research question of ours. Publications

This doctoral thesis consists of an introduction and six papers. The introductory chapter pro- vides a discussion of all papers and their relationship with each other, together with ideas for future work in the area of research. All papers except one have been published at international peer reviewed conferences, journals, and workshops. I am the main author of four papers and co-author of two papers.

Paper 1 Marcus Nilsson, Mikael Drugge, and Peter Parnes, “Sharing Experience and Knowledge with Wearable Computers”,InProceedings of Pervasive 2004 Workshop on Memory and Sharing of Experiences, Vienna, Austria, April 2004.

Paper 2 Mikael Drugge, Marcus Nilsson, Roland Parviainen, and Peter Parnes, “Experiences of Using Wearable Computers for Ambient and Re- mote Interaction”,InProceedings of the 2004 ACM SIGMM Workshop on Effective Telepresence, New York, USA, October 2004.

Paper 3 Mikael Drugge, Marcus Nilsson, Urban Liljedahl, Kåre Synnes, and Peter Parnes, “Methods for Interrupting a Wearable Computer User”,InProceedings of the 8th IEEE International Symposium on Wearable Computers (ISWC’04), Washington DC, USA, November 2004.

Paper 4 Mikael Drugge, Hendrik Witt, Peter Parnes, and Kåre Synnes, “Using the "HotWire" to Study Interruptions in Wearable Computing Primary Tasks”,InProceedings of the 10th IEEE International Symposium on Wearable Com- puters (ISWC’06), Montreux, Switzerland, October 2006.

Paper 5 Mikael Drugge, Josef Hallberg, Peter Parnes, and Kåre Synnes, “Wearable Systems in Nursing Home Care: Prototyping Experience”,InIEEE Pervasive Computing, vol. 5, no. 1, pages 86–91, January–March 2006.

Paper 6 Johan Kristiansson, Mikael Drugge, Josef Hallberg, Peter Parnes, and Kåre Synnes, “Enabling Multimedia Communication using a Dynamic Wearable Computer in Ubiquitous Environments”, Under review.

xiii xiv Publications

The following publications were intentionally left out from the thesis, either because results have been superseded or made redundant by more recent findings included herein, or because their focus does not lie entirely within the scope of the thesis.

• Hendrik Witt and Mikael Drugge, “HotWire: An Apparatus for Simulating Primary Tasks in Wearable Comput- ing”,InACM International Conference on Human Factors in Computing Systems (CHI’06), extended abstracts, Montréal, Canada, April 2006. • Mikael Drugge, Josef Hallberg, Kåre Synnes, and Peter Parnes, “Relieving the Medical Workers’ Daily Work Through Wearable and Pervasive Computing”,In11th International Conference on Concurrent Enterprising (ICE 2005), Munich, Germany, June 2005. • Marcus Nilsson, Mikael Drugge, Urban Liljedahl, Kåre Synnes, and Peter Parnes, “A Study on Users’ Preference on Interruption When Using Wearable Computers and Head Mounted Displays”,InProceedings of the 3rd IEEE International Confer- ence on Pervasive Computing and Communications (PerCom’05), Kauai, USA, March 2005. • Mikael Drugge, Marcus Nilsson, Kåre Synnes, and Peter Parnes, “Eventcasting with a Wearable Computer”,InProceedings of the 4th International Workshop on Smart Appliances and Wearable Computing (IWSAWC’04), Tokyo, Japan, March 2004. Acknowledgments

First, I would like to thank my supervisor Dr. Peter Parnes for all your guidance, support and encouragement to always strive for excellence. I would also like to thank my secondary advisor Dr. Kåre Synnes for your valuable comments, discussions and advice given. A posthumous thanks goes to the late Dr. Dick Schefström for his grand visions that served as inspiration when I first started working here. Most of my research has been funded by projects run by CDH and CDT, by the VIN- NOVA RadioSphere project, and by the VITAL project supported by the Objective 1 Norra Norrland EU structural fund programme. Further funding has been received by the European Commission through the IST Project wearIT@work (No. IP 004216-2004). A big thanks goes to all my colleagues in the Media Technology research group and at LTU and CDH/CDT. In particular, I would like to express my gratitude to my fellow graduate students Josef Hallberg, Johan Kristiansson, Marcus Nilsson, Roland Parviainen, Jeremiah Scholl, and Sara Svensson, with whom I’ve spent the most time with over the years. Thank you all for making this a great place to work and conduct research in, and for countless discussions concerning all aspects of life inside and outside the world of research. Without your wits, wisdom and friendship, it would never have been as rewarding to work here. I would also like to thank the people at TZI at the University of Bremen for welcoming me as a guest researcher. Being involved in your wearable computing research group provided me with valuable insights in the field and research in general. My stay at TZI also led to subsequent collaboration with Hendrik Witt who shared similar research interests, and with whom I had several interesting discussions and experiments conducted with. Furthermore, some people have always helped reminding me that there is a life outside of research. This includes the fellow buyû in my training group, there can be few better companions than you when venturing the way of the warrior. A very special thanks goes to the precious persons who are known as friends, I won’t mention any names but I am quite certain you know who you are. Finally, I would like to thank my parents and sister for always supporting me in whatever endeavour I have undertaken.

Luleå, November 2006 Mikael Drugge

xv xvi Part 1

Thesis Introduction

1

Thesis Introduction 3

1.1 Introduction

Throughout history, communication has constituted a major part of the evolution of mankind. Advances in technology have eased how communication can be conveyed, ranging from the use of primitive writing tools for clay and stone, to pens and pencils for writing on paper. The invention of the printing press and photography enabled an easier way to disseminate information, while telegraphs and telephones, and, in the recent decades, computer networks, made it easier to communicate over a distance. The Internet of today allows audio, video, commentary and illustrations to be shared in real-time, with little or no regard to the physical distance between people. At the same time, the emergence of networks has en- abled communication regardless of the physical location of people, allowing communication through mobile phones, , and handheld computers. The next step in making people more mobile and free from constraints, is the concept of wearable computing — providing unobtrusive assistance and service by bringing the computer so close to the user that it is no longer noticeable. How the user interacts with the wearable computer, or any technology, is essential for how well it can be used for communicating with other people. The less focus that needs to be given to the underlying technology the better, as it allows a person to pay more attention to the contents of the communication. That is, after all, what remains important regardless of any changes in technology. This doctoral thesis presents research on how to enable mobile e-meetings through wear- able computing, with focus on making the user’s interaction streamlined and unobtrusive. The overall vision is to have a wearable that enables its user to com- municate with remote people on demand, while at the same time not being in the way nor impeding the user. As wearable computing is a highly multidisciplinary research topic, the goal of the thesis is not to provide a complete in terms of software and hardware as a functional product, but rather to point out and provide solutions to the design issues related to human-computer interaction. These issues include the use of computer supported collabo- rative work applications in mobile settings, the importance of designing interaction properly so as not to distract or interrupt users, and the question of how to prototype user interfaces andmakethemeasytodeploy.

1.2 Thesis Organization

The thesis consists of seven parts. This introduction belongs to the first part, while the re- maining six parts each contain a paper that has either been previously published or is currently submitted for review at the time of writing. The published papers are reproduced in original form and have not been modified since the time of publication, with the following exceptions.

• The formatting of the papers has been unified so that they all share a common style and appearance.

• Figures have been resized and repositioned so as to fit aesthetically in the common layout used. 4 Thesis Introduction

• Figures, tables and sections have been renumbered to fit into the numbering scheme used throughout the thesis.

• Bibliographical entries and citations have been renumbered, and all references have been moved into a common bibliography at the end of the thesis.

• Editorial changes of grammar and spelling have been done to correct a few minor and obvious errors.

The remainder of this chapter contains background information about wearable comput- ing and e-meetings, as well as a discussion on how these two areas can be combined. Here, the motivation for the research presented in this thesis is also explained. After that, a number of relevant research questions are presented, followed by a discussion of the research method- ology used to address them. Then follows a brief introduction to the papers included in this thesis, and a discussion on how the research questions have been addressed and answered. Finally, this chapter is concluded by pointing out potential future research directions in this field.

1.3 Background and Motivation

In this section, background information regarding the concepts of wearable computing and mobile e-meetings will be presented. The concepts will be explained separately and put in relation to other areas of research, such as ubiquitous and pervasive computing, as well as traditional video conferencing and online e-meetings. This is followed by a discussion on how the concepts are combined in this thesis, and the motivation for the work and research contained herein.

1.3.1 Wearable Computing

Wearable computing is a paradigm which has evolved in line with three different factors; reduced size of computers, increased mobility of people, and additional personalization of devices. Ever since the advent of computers, the trend has been to fit more computing power into less space. The size of computers have gone from occupying entire rooms, to slightly smaller mainframe computers, and further on to personal computers stationed at the user’s desktop. As people are mobile and need access to their computers from other locations than their desktop, this has proliferated the idea of through laptops and hand- held computers. Designed to be lightweight and small in size, they are easy for the user to bring along to other places, while still providing the user with a personal and consistent work- ing environment and user interface regardless of where the user is located. This leads to the idea of personalization of devices. The desire for personalization has become very apparent e.g. in mobile phones, which today are highly customizable and can be tailored to the user’s desires. Albeit this customization still mainly applies to the superficial level, e.g. changing ring tones and background images, it still points out the desire for people to have their own device adapted to suit themselves. A related example of this is the Personal Digital Assistant Thesis Introduction 5

(PDA) which in addition to providing computing tools, also serves as a general calendar and organizer for its user over the entire day. In a sense, a PDA becomes more involved in the user’s personal life, serving as an assistant for the user’s everyday tasks in the real world. All of these factors combined lead naturally to the paradigm of wearable computing. A wearable computer is a lightweight computer meant to be worn by the user, providing access to computational power from any place and at any time. With more and more functionality being added to mobile phones and handheld computers, it can be difficult to discern what separates a wearable computer from a non-wearable computer, and depending on the defi- nition used the line that separates the two fields is not always very clear. In this thesis, the definition will therefore be that the key element that makes a computer wearable, is how the user’s interaction with it is managed. In terms of interaction, there are several differences between wearable and non-wearable computers. The list below summarizes the most important ones to give the reader an idea of what kind of interaction is required in wearable computing.

• Mobility: The first difference is that the user uses a wearable computer in a highly mobile setting, e.g. while standing up or walking around, as opposed to sitting down in front of a . This alone calls for new kinds of interaction devices, as neither the traditional mouse and keyboard used with a desktop computer are suitable in a more mobile setting. • Assistance: The second difference is that a wearable computer is aimed more at as- sisting the user with a real world task, rather than the user using it to perform some dedicated task in the inside the computer. PDAs and mobile phones come closer to a wearable computer in this sense, although they mostly require the user’s con- stant attention when being used. Whether controlled via a stylus pen, touch-sensitive display, or miniature keyboard, all of these interaction methods require the user to fo- cus on the computer rather than the real world while performing the task. Also, the task itself is often related to the device itself, rather than to the task currently performed in the real world. • Unobtrusiveness: The third and final difference is that a wearable computer should be unobtrusive to use. The user’s physical interaction with it should not impose excessive attention demands, nor should it restrict or encumber the user’s interaction capabilities with the real world. Furthermore, wearable computers are typically dedicated to a sin- gle task, to avoid overwhelming the user with distracting information and nuisances. In comparison, ordinary desktop computers typically present the user with numerous has- sles that impede the user’s performance; ranging from mundane dialog boxes blocking all interaction until they are responded to, to incoming mails or chat messages that in- terrupt and cause the user to perform numerous mental context switches. The severity of all these problems becomes magnified when a wearable computer is used to assist its user in a real world task, and thus calls for more suitable user interfaces being em- ployed.

Wearable computers thus differentiate themselves on many aspects from traditional desk- top computers, and define themselves primarily based on how the user uses and interacts with 6 Thesis Introduction the computer. This paradigm shift of what a computer is and what it can be used for, can also be seen in two neighbouring areas of research, both of which will be briefly introduced in the next section.

1.3.2 Ubiquitous and Pervasive Computing

The terms and pervasive computing denote areas of research which are closely related, both to each other and to the field of wearable computing. The idea of bringing computational power away from the desktop and out into the real world is paramount in all three research areas, and the difference is mainly the goals and means by which this can be achieved. The two terms ubiquitous and pervasive are sometimes used interchangeably, but there are some inherent differences in their meaning which should be clarified. Ubiquitous computing refers to the vision introduced by Mark Weiser in his seminal article [82], where he states that “The most profound technologies are those that disappear. They weave themselves into the fabric of everyday life until they are indistinguishable from it.” Thus, ubiquitous computing is the idea of having access to computers everywhere — not necessarily as distinct or dedicated machines per se, but rather embedded in everyday objects and accessible throughout a person’s physical environment. Examples of this include the ParcTab [81] ubiquitously available computers for the office, and the MediaCup [23] that augments an ordinary coffee mug with sensors providing . Pervasive computing is similar to ubiquitous computing, but refers to the vision of making the computers integrated into the environment and their usage completely transparent for the user. Whereas in ubiquitous computing a user would still interact directly with certain every- day objects containing embedded computers, pervasive computing would have those objects disappear and become invisible, so that the user does not even know they are there. Examples of this include e.g. radio frequency identification (RFID) technology and applications [54], as well as more concrete applications like the ActiveBadge [80] location system. Wearable computing thus falls within the realm of pervasive computing, as the idea is to have the computer disappear and assist the user while not being noticed. In practice at the time of writing, most wearable computers only partially belong to this realm, as further research is still needed to make them less obtrusive and the interaction more streamlined. In certain application domains, the use of a wearable computer requires infrastructure or services provided by ubiquitous or pervasive computing. For example, indoor positioning systems serve as a prime example of a pervasive computing service that a wearable computing application may utilize. Another example is the use of ubiquitous computing to extend the capabilities of a wearable computer, e.g. to be able to delegate computations to more powerful devices, or utilize terminals and input/output devices in the surrounding environment for easier interaction. In other scenarios, a pervasive computing system relies on each user having a wearable computer, e.g. for the purpose of storing private data and avoid security concerns by the user. All in all, these three areas of research co-exist and all have certain benefits and drawbacks compared to each other, and as discussed in [68] the best choice is sometimes to combine them. Thesis Introduction 7

1.3.3 Video Conferencing and E-meetings

Video conferencing is the idea of enabling people to meet over a distance. This can be achieved by conveying media such as audio and video from one place to another, so that the people involved get an experience of them being together even though physically separated. Early video conferencing facilities were taken in use by certain companies and institutions, where dedicated hardware and communication channels were used to connect meeting rooms at different locations with each other. This enabled group meetings of a larger scale, but still required a lot of investments in expensive infrastructure to enable this. These problems became easier to overcome as the Internet started to permeate society, and Internet Protocol (IP) based communication channels could be used more easily to convey the video and audio data. With increased capabilities of personal computers in terms of graphics and sound, and enough computational power to process multimedia content in real time, it was finally possible to achieve video conferencing through ordinary computers. This helped leverage the concept of video conferencing to include other purposes than formal meetings, enabling people to meet informally in groups and communicate in shorter or longer sessions from the comfort of their own desktop. The term e-meeting denotes such an online group conferencing session which can include video, audio and chat among other media. Rather than requiring a dedicated meeting room equipped with expensive video conferencing hardware, e-meetings can take place from the user’s desktop computer and be used for either formal or informal communication. In the recent years e-meetings have become more commonplace and available to the populace, with programs such as Skype1,ICQ2, and MSN Messenger3 being widely used for both leisure and work related communication. Within the Media Technology research group at Luleå University of Technology, there is a long history of conducting research in collaborative work applications for enabling e- meetings. Early research concerned the development of the mStar [58] architecture, which was used to explore real-time communication between distributed clients and participants. The research in mStar later resulted in a spin-off company called Marratech AB being formed, which sells, develops, and distributes the commercial Marratech e-meeting software derived from this research. Marratech can be used in several application domains, ranging from general computer supported collaborative work to distance learning. Within our research group, Marratech is used for holding formal e-meetings as an alternative and complement to physical meetings, but also as a way of providing all members with a continuous sense of presence of each other throughout the day. This latter case is known as the e-corridor — a virtual office landscape in which the group members can interact, communicate, and keep in touch with each other. The e-corridor offers the social benefits of an office landscape, while still allowing each person to decide for themselves to what degree they wish to partake. Figure 1.1 shows an illustration of what a user’s desktop can look like when using Mar- ratech. To the right, the top window shows continuously updated video thumbnails of all

1http://www.skype.com/ 2http://www.icq.com/ 3http://messenger.msn.com/ 8 Thesis Introduction

Figure 1.1: A snapshot of the e-corridor as it looks on a user’s desktop. participants, while the bottom window shows the person currently in focus, e.g. a person who is currently speaking or which the user is otherwise communicating with. The large window to the left shows the shared whiteboard which can be edited by any participant, and which is commonly used to manage planning or illustrate various ideas or concepts during discussions and meetings.

1.3.4 Mobile E-meetings

A mobile e-meeting is an extension of the concept of an ordinary e-meeting, in which one or more users are being mobile when participating in the meeting. In this thesis, the structure of mobile e-meetings follow the idea of having a single mobile user of a wearable computer performing certain tasks “out in the field”, while having one or more users or experts seated at their desktops participating in the same e-meeting session as the mobile user. Figure 1.2 pro- vides an illustration of this. The idea is that the mobile user will be able to receive advice and guidance originating from the experts through the wearable computer, while simultaneously conveying video, audio, and possibly other media back to the experts so they can follow the progress of the task being performed. In this thesis, this concept has been dubbed the knowledgeable user, denoting that the mobile user can perform the tasks with the combined knowledge of the experts at hand. Thesis Introduction 9

Network

Remote experts Wearable computer user

Figure 1.2: The structure of the mobile e-meetings addressed in this thesis.

To exemplify some typical situations in which the knowledgeable user concept is appli- cable, three scenarios are given below. All of these are based on discussions with industrial project partners and people working in the respective professions, and are as such based on real needs identified in the real world. The first example represents a typical “field worker and remote expert” scenario in general. The second example represents a more specialized scenario that is of more critical nature, both in terms of time but also in terms of the safety and security of users. The third and final example represents a less critical but more social scenario, where an e-meeting is used to give workers more time and reduce their workload.

Scenario 1: Electricians working at remote installations. An electrician working with repairing remote installations in rural areas, may sometimes face problems if the installation site is of a highly specialized or unknown nature that the person has not encountered before. As such, it may be the case that only certain expert electricians with more experience know how to perform the necessary repairs. Because of the rural areas and long distances involved in commuting back and forth, it would be beneficial if the electrician that is already at the site can still perform the repair, instead of spending costly time on transporting an expert to and from the site to aid or replace the electrician. In this situation, a mobile e-meeting becomes a useful way for the expert to convey his knowledge to the electrician, guiding him or her on how to perform the repair properly. Thus, the electrician contacts the main office to get in touch with an expert, and starts an e-meeting with that person. As the electrician will likely need to use both hands and work with small components, it is vital that the e-meeting is unobtrusive for that person, and that video can be continuously conveyed to the expert when guiding the person. The use of wearable computing in this situation, helps making the process of conveying information back and forth less obtrusive and more natural for the electrician. Through the use of a head-mounted camera, the expert can follow the work through the electrician’s eyes, so to speak, while a head-mounted display can provide the electrician with illustrations and annotated blueprints. Thereby, the electrician can now perform the repair properly thanks to the guidance provided.

Scenario 2: Firefighters in need of remote guidance. Firefighters working with fire extin- guishing at an emergency scene, often face highly critical situations in terms of time and the 10 Thesis Introduction security and safety of people involved. When working at extinguishing fire inside a building, its structure and architectural layout is often unknown at first, forcing the firefighters to build a mental model of it while performing the operation. With heavy smoke and prevailing dark- ness, physical maps and similar material for assistance often becomes impossible to use for the firefighters. This can however be accomplished through the use of wearable computing, and in particular through head-mounted displays mounted inside the firefighters protective helmet and face mask [5]. With such equipment available, the firefighters are able to look at maps over the building presented before their eyes, as well as be notified about important status information regarding their self contained breathing apparatus. In addition, guidance can then also be provided by fire engineers and experts outside the building, who may have a better overview of the scene and can annotate maps and help the firefighters navigate inside the building.

Scenario 3: Medical workers performing routine examinations. Medical workers and nurses often perform a multitude of routine examinations of patients in their daily work. Some of these examinations are trivial, while others call for the specific competence of a certain profession or individual, such as a physiotherapist, a chiropractor, a medical doctor, or a fellow medical worker with previous experience of that particular patient. In an ideal world, there would be enough resources available in terms of time and money to allow these experts to visit the patient in person, but in practice that is not always the case — causing problems such as stress and discomfort for medical workers and patients alike. Rather than not having access to the expert at all, a compromise would be to make use of that person’s expertise and knowledge even though not physically being there in person. With medical workers equipped with unobtrusive wearable computers, they would be able to contact an available expert on demand through an e-meeting session, in order to let him or her guide the examination remotely over a distance. A specific example of such a situation is a patient with a sore arm that is in the process of healing. Here, a remote physiotherapist can guide a nurse in instructing the patient on how to move the arm, while watching how the patient manages it and thereby make a remote diagnosis of the healing process. Employing wearable computing in situations like these [14], is motivated by the need for medical workers to interact naturally with the patient, rather than focusing on a separate stand-alone computer to facilitate the e-meeting.

Conclusions from the scenarios. What the three scenarios above point out, is the impor- tance of the role that interaction plays between a user and a wearable computer. In the electri- cian’s scenario, the field worker should be allowed to interact with the technology in a natural and intuitive fashion, so that he or she can concentrate fully on performing the necessary re- pair. In the firefighting scenario, the wearable computer should not cause additional stress when it notifies the user, e.g. when remote personnel provide advice or guidance in time critical situations. In the health-care scenario, the wearable computer must be unobtrusive enough so as not to disrupt the meeting with a patient, yet still allow for communication and advice regarding medical information being passed back and forth. Thesis Introduction 11

1.3.5 Motivation of Thesis

The main motivation for this thesis is to enable mobile e-meetings through wearable comput- ing, with focus on making the user’s interaction as streamlined and unobtrusive as possible. This concerns both the interaction between regular e-meeting participants and the user of the wearable computer, as well as the user’s interaction with the wearable computer itself. Both of these concerns affect how the user is able to interact with the world surrounding her. As a mobile e-meeting is intended to help the user in performing tasks in the real world, these concerns therefore needs to be addressed. One of the main problems we have experienced in mobile e-meetings is that they can become too immersive for the user of a wearable computer, thereby distancing the user from the interactions in the real world. At the same time, this immersion serves to offer a rich experience of being in contact with remote participants; the user can sense them as being there, assisting and communicating with them in the virtual world. The key to efficient com- munication, in both the real and virtual world, is to find a proper balance between these two aspects. To succeed in that, the interaction between the user and the wearable computer itself needs to be highly streamlined, natural, and intuitive. In certain application domains, such as those involving many other people in the real world which the user needs to interact with, this becomes even more important. The primary application domain of choice for the latter part of the thesis has been that of institutionalized health-care, particularly that taking place in nursing homes where nurses attend mainly elderly patients. The rationale for this choice is twofold. First of all, with an elderly generation growing in size, health-care is an important area for research in order to deal with a larger number of elderly in the coming future. Second of all, nursing homes offer a confined and relatively isolated setting in which research can be conducted under more controlled forms. At the same time, they are not as constrained by the very stringent safety and security concerns of e.g. hospitals and emergency clinics, but allows new technologies to be tested and studied in real life scenarios while still maintaining the safety of all people involved. Thus, nursing homes can be highly suitable for conducting applied research in, with real end users and patients ensuring that the research is properly directed at real world problems, while at the same time having the potential for deploying prototypes bringing immediate benefits for the people working there. Furthermore, as the end users in a nursing home tend to demand that their computer systems are easy and unobtrusive to operate, any results and solutions deemed suitable here can be expected to be just as applicable in other, more general, application domains.

1.4 Research Questions

The objective of this thesis is to make mobile e-meetings through wearable computing easier for the user. To achieve this, some of the problems that appear in this context need to be investigated further, so that they can be mitigated or solved once a real system for such e- meetings is to be deployed and taken in use. Primarily, these problems relate to human- computer interaction issues that occur in the interaction between the user and the wearable 12 Thesis Introduction computer. These can be further divided into three specific problem statements. The first deals with how information can be conveyed by the wearable computer user, allowing a user to retrieve advice and guidance from experts, and remote persons to share experiences over a distance. The second concerns how the wearable computer directly interacts with the user, as it is important to determine how different methods of notifying the user affects her attention and performance, in order to design interfaces that are efficient yet pleasant to use. The third considers how the user’s physical interaction with the wearable computer can be improved, by prototyping entire communications systems for use and deployment in real world situations. These three general statements can in turn be classified into more specific research questions, which will be described and discussed further in this section.

1. By what means can communication take place in mobile e-meetings through wear- able computing, and what media are relevant to focus on for this purpose? Mobile e-meetings meant to be participated in by a user of a wearable computer can differ vastly from traditional non-mobile e-meetings. This affects what media are useful and needed by the mobile user. The use of video in e-meetings is typically used to provide all participants with a sense of awareness of each other, whereas for the wearable computer user this aware- ness can be undesirable as the user may need to focus on the real world around her. The use of audio differs in a similar manner; because the mobile user is in a more dynamic and less controlled environment, the audio channel may not always be the most appropriate means to convey information. For example, chat or whiteboard drawings, may be better suited to convey an idea instead of using voice communication that requires a person’s direct and continuous attention. In order to be able to construct mobile e-meeting systems, the use of different media needs to be explored further to determine their relevance and usefulness for wearable computing scenarios.

2. How can mobile e-meetings be seamlessly used and employed in real life scenarios? In the kind of mobile e-meetings focused on in this thesis there are two sides; the mobile user of the wearable computer, and the remaining stationary participants. This research question concerns the stationary participants’ experience of the e-meeting. Can and will those par- ticipants find the e-meeting useful or not, and what aspects of the mobile user’s interaction must be improved to provide an experience that is good enough? Furthermore, seamlessness from the stationary participants’ side is important to provide a good experience for them, so that they can enter the e-meeting session and still grasp the situation and task at hand. Thus, this is one question that needs to be addressed when creating a wearable system for mobile e-meetings.

3. Given a number of methods to interrupt a user, how should these be used so as not to increase the user’s cognitive workload more than needed? A driving idea of wearable computing is that the computer should assist its user in performing real world tasks. By definition, the concept of wearable computing therefore expects the user to primarily focus on the real world, rather than on the computer itself which is often the case in traditional desktop computing. Thus, in mobile e-meetings, the idea is for advice and support to reach the user of the wearable computer in an unobtrusive manner, so that the user is not interrupted Thesis Introduction 13 more than necessary. This is important as scenarios encountered in the real world can be of critical nature, where the user may be in a difficult situation while still requiring support through the wearable computer. In such situations, the proper handling of interruption can be vital for the safety and security of the user, and also to provide the user with an efficient and streamlined interaction with the wearable computer in general.

4. How can a typical wearable computing scenario from real life be modeled as an ex- perimental setup, in order to evaluate wearable user interfaces in a reliable and valid manner? With the goal of designing streamlined and unobtrusive user interfaces for wear- able computers, it becomes important to have suitable means for assessing the effect that the interface will have on its user. In the real world, there are a number of nuisance factors that cannot be accommodated for, leading to the risk of experiments becoming unreliable if they are performed solely in that domain. For this reason, it is important to find an apparatus that allows an arbitrary user interface to be evaluated in a reliable and reproducible manner, while retaining the properties of a typical wearable computing scenario to make the experiment valid.

5. What methodologies are useful when prototyping easy to interact with wearable computing e-meeting systems and engaging end users in the process? In order for the user’s interaction with the wearable computer to become unobtrusive and accepted, great care needs to be taken to the end users’ work situation and their idea of what constitutes proper design. Involving the end users in the design process is one way to ensure that the resulting wearable computing system will be useful, as they are the ones with the expertise to decide what features are needed and what should and should not be part of the solution. This question involves both the physical appearance of the wearable computer, as well as the functionality and interaction means provided in terms of hardware and software.

6. What functionality is needed to allow users to automatically combine and switch between resources available in the wearable computer and in the surrounding environ- ment? Just as there is no single program that fits all purposes on a desktop computer, there is no single wearable computing design that fits all purposes in real life. This can be the case even for smaller and more constrained application domains, where there is still a need to dy- namically tailor the wearable computer for the task at hand. With a wearable computer meant to be deployed and used in a real world scenario, the ability for the end users themselves to perform this tailoring becomes critical for the long term acceptance of such a system. This question concerns how a wearable computer can be dynamically configured, by combining and switching between resources useful for an e-meeting. Such resources can include, for ex- ample, head-mounted displays, external displays, television sets, and on-body or stationary office cameras and microphones. Allowing the user to automatically combine these resources on demand, would mean that she can decide what resources and means for interaction that are needed for the task at hand, and subsequently perform the task easier without being ham- pered by needless equipment or missing vital functionality. Naturally, this calls for an easy way for the end users to perform this configuration, without delving into technical details and interfacing problems. 14 Thesis Introduction

1.5 Scope and Delimitation of the Thesis

It should be acknowledged that creating a mobile e-meeting system that suits all kinds of application domains is not feasible within the scope of this thesis. Each application domain contains unique situations, and the needs in each situation can vary depending on the context of the user. The application domain for this thesis has therefore primarily been constrained to that of institutionalized health-care, where nurses, doctors, and medical workers need to keep in contact with each other. Even with this constraint applied, the situations encountered within health-care can be very heterogeneous. The thesis addresses a subset of the situations which occur commonly, in order to provide a solution that in further research can be adapted to handle other kinds of situations as well. Human-computer interaction is an interdisciplinary research topic, and even when applied in the more narrow field of wearable computing, it still covers a large number of aspects that can and need to be dealt with. In this thesis, emphasis has been given to how the wearable computer can notify and interrupt its user in an unobtrusive manner, as this becomes relevant e.g. in the case of presenting information for the user in an e-meeting. Furthermore, emphasis has also been given to the way the user interacts with the wearable computer, both in terms of hardware and input/output devices on the computer or in the surrounding environment. Certain assumptions have further been made regarding the network over which an e- meeting session is conveyed. It is assumed that in the situations where mobile e-meetings will be employed, there is access to a suitable IP based network, e.g. typically via an IEEE 802.11b wireless network, to which the wearable computer can be connected for receiving and transmitting media streams. This is a realistic assumption, as the health-care facilities and scenarios which this thesis has focused on have all had such wireless networks available for use. In the future, it is also expected that more and more facilities will be equipped with wireless networks, further enabling mobile e-meetings in such locations. It should be pointed out that the thesis will not focus on research issues in computer networking, nor in the issues of encoding multimedia data to be sent over wireless networks. During the development of the prototypes, ergonomic constraints and physiological con- siderations of the wearable computers have been addressed to the extent permitted by the available budget and equipment available. That is, prototypes have been built so as to become usable for proof of concept tests and shorter user studies, and in certain cases also for longer term studies covering several weeks. However, for wearable computers to be deployed for actual use as functional products, ergonomic constraints must be further taken into account to make them easy to wear, as well as ensuring long term stability of operation and durability of the hardware used. The publications contained in this thesis discusses a number of these issues encountered in real world tests, to serve as initial guidelines for further development of such products.

1.6 Research Methodology

The research presented in this thesis has been conducted with the ambition to solve actual problems found in the real world. This has been accomplished by working in research projects Thesis Introduction 15 with representatives from industry as well as academia, where the former part often has the goal of seeing a return on investment and create products based on the research results. In turn, this has called for a research methodology that is both applied and practical in nature, resulting in prototypes and artifacts which can be taken in use in real life and demonstrate the solutions proposed. Though the prototypes by themselves may not always yield scientific results suitable for publication, they can still be used to facilitate research being conducted through the use and deployment of them. A problem of applied research conducted in the real world, with real users and real prob- lems, is that experiments can become dependent on the specific prototypes used and thereby make the results difficult to generalize and reproduce. On the other hand, experiments con- ducted in the real world has a benefit that is often missed in more controlled laboratory stud- ies, namely that the experiment becomes exploratory in nature, and while conducting the experiment new factors are often revealed that were not conceived of before. Research based on prototypes can mean that the development will require large amounts of time and effort, with little or no scientific data resulting from such work. However, once having a prototype available, new findings can often be made which would otherwise have been neglected or not uncovered by other means. Within this thesis, the Marratech e-meeting system has been extensively used as a basis for the prototypes used. As Marratech is the result of early research in my research group, access to its source code has been granted so that necessary modifications and further de- velopment has been possible. This has had the advantage of prototyping wearable platforms using software that is stable and sold as a commercial product, thereby avoiding many of the bugs and minor nuisances which can otherwise distract a user. In order to keep the research independent from the actual software, care has been taken not to investigate the Marratech application per se, but rather what can be achieved by the use of such software. In all pro- totypes, it would therefore have been possible to utilize other software, either free and open source programs such as Vic/Vat [49], or another commercial product. Within experimental sciences, the terms validity and reliability are often used when dis- cussing the usefulness and trustworthiness of the research and its results. Validity means that the experiment measures what is intended to be measured, while reliability means that the results gained from the experiment will remain consistent over repeated measurements. In practice, it can be very difficult to make experiments conducted outside of a laboratory setting valid and reliable. As the real world outside a laboratory is dynamic and changing, and contains a vast number of nuisance factors that cannot be accommodated for, validity can be hard to ensure because it is not known what factors contribute to the result. Due of this, the results may also become unreliable as the uncontrolled factors cause different results for repeated experiments. As the validity and reliability of experiments conducted in a real world setting can be hard to ensure, simulations are often used to assure that all factors can be controlled for, while allowing an easy way to reproduce and repeat experiments with consistent results. A simulator facilitates an experiment being set up in a highly controlled environment, with all or most factors accommodated for before, during, and after the simulation. The advantage of simulations are clear in some disciplines, such as computer networking and theory, as experiments as well as resulting prototypes and products will mainly run inside 16 Thesis Introduction a similarly controlled environment where nuisance factors are not really an issue. For the field of wearable computing, the use of simulations other than for very specific aspects is difficult. Wearable computers are by definition meant to be used by people in an immense number of different real world scenarios. The wearable used, the means provided for interaction, and the support it provides to the user, are all factors which can be varied ad infinitum. Being a relatively young research discipline at the time of writing, the characteristics of these factors are not well known, thereby making proper simulators for wearable computers and their use a grand challenge. The research and results presented in this thesis are based primarily on real world studies and laboratory experiments, and to a lesser degree on simulations for certain aspects of what has been studied. Initially, the research was exploratory in nature by taking prototypes into the real world to see how they could be used, as well as determine what problems were the most relevant to solve within the area of interaction with wearable computers. Because of the novelty of using wearable computers for human communication, this step was necessary in order to create a foundation of knowledge regarding this topic. Later on, laboratory studies were used to examine how different methods for interrupting the user affected that person’s performance. At first, these were highly controlled and simplified to ensure a high validity of the experiment’s results, for example by studying subsets of a wearable computer such as the head-mounted display — the primary visual means for interacting with it. The first experiments also partially used simulations to represent the primary physical task performed by the wearable computer user, in order to ensure that all factors could be accommodated for in the given experiment. Later on, these experiments resulted in an evaluation apparatus that represents a physical primary task, allowing laboratory experiments more realistically simulating real world use of a wearable computer, while maintaining a high level of validity and reliability.

1.7 Summary of Included Publications

In this section, each publication included in the thesis will be briefly presented. The papers in parts 2 and 3 present early findings related to the field of human communication through wearable computing, presenting an overview of what can be done with such technology, as well as problems that need to be addressed such as creating unobtrusive user interfaces. The papers in parts 4 and 5 present user studies aimed at finding out proper ways to interrupt and notify the user of a wearable computer, while also presenting an evaluation apparatus derived for evaluating wearable user interfaces. The papers in parts 6 and 7 present prototyping of wearable computing e-meeting systems for use in the real world, and a that allows for extending the input and output capabilities of a wearable computer into a ubiquitous computing environment. A schematic overview of the topics covered by the papers is shown in figure 1.3. Following, each paper will be described in further detail with the research problems focused on in this thesis highlighted.

Paper 1: Sharing Experience and Knowledge with Wearable Computers. The first pa- per addresses the use of a wearable computer for sharing experiences and conveying knowl- Thesis Introduction 17

Figure 1.3: Overview of the topics covered by the papers. edge between people, introducing the concept of the Knowledgeable User. Emphasis is laid on how the user of a wearable computer can represent the combined knowledge of a group by acting as a mediator of the bits of information that each member contributes with. Real life studies at different events, fairs, and exhibitions have been performed to explore and evaluate a prototype communication system enabling this.

Paper 2: Experiences of Using Wearable Computers for Ambient Telepresence and Re- mote Interaction. The second paper continues the exploration of communication based on the telepresence aspect of wearable computing. Focus is laid on how to enable remote partic- ipants to virtually accompany a person equipped with a wearable computer, allowing them to experience a remote location and gain knowledge from other people being there. In contrast to the first paper dealing with information originating from a remote group, this paper exam- ines the issue from the opposite perspective — information being conveyed to the group. The current wearable computer is evaluated in terms of advantages and drawbacks, with their re- sulting effects brought forward and described together with recommendations for improving the platform’s usability. 18 Thesis Introduction

Paper 3: Methods for Interrupting a Wearable Computer User. The third paper presents a user study of different methods for interrupting the user of a wearable computer, as this was found to be a problematic issue in the studies and field trials discussed in the first two papers. Knowledge of what ways there are to notify users without increasing their cognitive work- load is important, and this becomes especially evident in communication systems such as the aforementioned wearable platform. The results from the study suggest suitable methods by which to interrupt the user, which can thereby help make a wearable computer less obtrusive and more natural to use.

Paper 4: Using the "HotWire" to Study Interruptions in Wearable Computing Pri- mary Tasks. The fourth paper presents a follow-up user study regarding the appropriate management of interruptions. The experiment from the third paper is extended and brought into a typical wearable computing scenario involving a physical primary task. The results both confirm and complement earlier findings, highlighting the relevant issues to consider when designing user interfaces for wearable computers. Furthermore, an evaluation appara- tus dubbed the HotWire is introduced, which can simulate typical wearable computing sce- narios in laboratory experiments, embodying the characteristics of wearable computers being used in mobile, physical, and practical tasks demanding the user’s attention.

Paper 5: Wearable Systems in Nursing Home Care: Prototyping Experience. The fifth paper presents the prototyping of a wearable computing system for providing communication among nurses in a nursing home. The nurses’ needs are uncovered through an ethnographical study, revealing that improved communication among personnel and remote medical workers is highly desirable. This is followed by participatory design events in which a wearable system is prototyped in terms of functionality and interaction. Paper prototyping as well as Wizard of Oz prototyping are employed to involve the end users in the design process.

Paper 6: Enabling Multimedia Communication using a Dynamic Wearable Computer in Ubiquitous Environments. The sixth paper presents an underlying framework for en- abling ubiquitous multimedia communication. This complements the design and prototyping discussed in the fifth paper, as the framework allows for further customization by the end user also during run-time. The driving concept of the framework is that of the Dynamic Wearable Computer, where the user only needs to wear the interaction devices needed for the task at hand, and is able to utilize external media resources found in the environment to extend the wearable computer’s capabilities.

1.8 Wearable Computing for Human Communication

In this section, the topic of wearable computing for human communication will be presented in further detail. With basis in the papers summarized in the previous section, three different aspects will be discussed. These include the aspect of how mobile e-meetings can be con- ducted through wearable computing, how interruptions and notifications should be managed Thesis Introduction 19 to make interruption unobtrusive, and how prototyping and deployment of systems which are easy to interact with can be achieved.

1.8.1 Mobile E-Meetings through Wearable Computing

To conduct research on the how mobile e-meetings and wearable computing can be used to facilitate human communication, a prototype of a wearable computer was assembled for ini- tial studies in this area. These studies are presented in more detail in part 2 and 3, while this section mainly discusses the rationale for the prototype used in these studies. The pro- totype consists entirely of commercially available consumer products off the shelf, without any specialized or custom built components. The reasons for favouring this approach, rather than using commercial wearable computers that are available on the market, are twofold. Experience has shown that wearable computing products frequently tend to be subject to dis- continuation, making the reliance of a certain product to be a bit too hazardous. While this is not a major problem for the sole purpose of conducting research, it becomes more signif- icant to take into account when doing more applied research. This is because it is desirable to enable funding partners, companies and customers to be able to reproduce the platform with ease, using the same or similar products which are used in the research prototype. That would not be possible if a custom built prototype was relied on, which in turn relies either on a certain vendor or hardware configuration to function as desired. In general, the continuous advances in technology serve to make wearable computer equipment smaller and more powerful every day. Even though the current hardware used in the prototype may be a bit cumbersome to wear on an everyday basis, these advances will in time allow for truly wearable equipment that are neither obtrusive nor noticeable. For ex- ample, progress is being made on miniaturizing HMDs, and there are today certain models that unobtrusively fit on a pair of ordinary glasses.4 As of writing, some HMDs are planned to be sold as accessories for watching videos on the currently popular iPod5 from Apple Com- puter Inc., and as their popularity increase they will eventually reach the consumer market on a larger scale with falling prices as a result. It should be stressed that the research issues addressed in this thesis are not focused on the actual hardware itself, but rather the underlying interaction aspects that remain regardless of the technology used to implement the system. For these reasons, the wearable computer prototype has at its core had either an ordi- nary Dell Latitude C400 , or alternatively a Compaq TabletPC. This part can easily be replaced with other, more powerful, smaller and less power consuming computers as they become available. In recent research, a Vaio U70P has been used, providing a more portable and easier to wear form factor. The same reasoning about ease of replacement and substitution lies behind the use of ordinary audio and camera equipment from the PC consumer market. For the interaction in this first prototype, a Twiddler hand-held chording keyboard was used. The HMD used was originally an M2 Personal Viewer and later an SV-6 with a standard VGA connector, powered by an external battery. The displays can function

4See for example the head-mounted display products and solutions available from MicroOp- tical (http://www.microoptical.net/), Lumus Vision (http://www.lumusvision.com/), and eMagin (http://www.emagin.com/). 5http://www.apple.com/ipod/ 20 Thesis Introduction directly as a secondary display under WindowsXP, and therefore no specific device drivers or APIs need to be used to make it work. This means that the displays can easily be replaced with similar HMDs which need no software modifications to work. The choice to use WindowsXP as the underlying is mainly because it is the de facto standard that new computers ship with, meaning no modifications or extra development is needed before research applications can run. The majority of the software running on the platform is written in Java, thereby allowing easier porting to other operating systems in the future. To enable the user of the wearable computer to communicate with other people, the Mar- ratech collaborative work application has been used. Specifically, in many of the initial field trials of using the wearable computer, this was connected to the aforementioned e-corridor in which all members of our research group participate in. Since the members use it at their desktop all the time, using the same software suite in wearable scenarios provides us with a testbed that is accessible at all time. This is another reason for using an existing product rather than developing a wearable e-meeting application from scratch — it allows for easy testing with people who are well experienced in the field, and thereby able to provide valuable comments regarding the field trials. In figure 1.4, the author is shown using different versions of the wearable computer pro- totypes developed over the years. In figure 1.4(a), a laptop is placed in a backpack for ease of carrying, together with a USB hub connecting the head-mounted web camera and Twiddler keyboard and mouse. The user has audio input and output via a wired headset connected to the computer. The HMD (an M2 Personal Viewer) is connected through a standard VGA cable into the computer’s monitor port. An external battery placed in the backpack can sup- port the HMD with enough power for about 6–8 hours of use. The batteries for the computer usually last around 3 hours, meaning one or two extra batteries allow for a full workday’s use. A power supply to the computer can also be connected and stored in the backpack, allowing the user to reach the power cable and recharge its batteries with relative ease, e.g. when the user is seated next to a power outlet. When not in use, all equipment can be packed into the backpack allowing for easy storage and transportation. In figure 1.4(b), a later version is shown based on the Sony Vaio U70P and the M2 Per- sonal Viewer. Batteries for the HMD and the necessary cables required are placed inside a small bag worn around the user’s hip near the lower back, although this part is currently obscured by the user in the picture. Reducing the size of the equipment made it significantly easier to wear and use compared to the former backpack-based prototype. In figure 1.4(c), one of the newest versions intended for deployment at a nursing home is shown. This wearable computer provides a body-stabilized camera for filming patients, with the possibility to detach the camera from its mounting to examine e.g. wounds in detail. On the user’s right hip, an echo-cancelling microphone and loudspeaker is hanging, through which remote experts can communicate directly with a patient. It is also possible to connect an electronic stethoscope to this device, in order to send e.g. the sound of heartbeats and breathing to a remote expert able to make diagnoses based on the sound. The Sony Vaio U70P is currently hanging on the user’s left hip so that it can provide the patient with an image of the remote expert speaking, for the purpose of increasing the feeling of the expert “being there” with the patient. In the SV-6 HMD, currently mounted on a pair of sunglasses Thesis Introduction 21

(a) A backpack-based prototype. (b) A smaller and less ob- (c) A prototype intended for de- trusive prototype. ployment at a nursing home.

Figure 1.4: Different wearable computer prototypes worn by the author.

for purely aesthetical reasons, the user can see what the camera is currently capturing and align it to suit the remote expert’s requirements, as well as receive advice and guidance from other experts in form of text and video. The prototypes have made it possible to easily perform field trials in various situations, in order to explore the field and build a foundation of “know-how” regarding the topic of mo- bile e-meetings. The results from the field trials indicate that human communication through wearable computing is a viable concept. Although, there are problems with excessive im- mersion during the user’s interaction with the wearable computer, which distances the user from the real world tasks and is detrimental to the user’s performance. Among the factors causing undesirable immersion is the lack of proper management of interruptions, such as is the case when e.g. incoming chat messages or other forms of notifications appear in the wearable computer. For this reason, the proper management of interruptions and notifications is an important research topic. 22 Thesis Introduction

1.8.2 Managing Interruptions and Notifications

So far, the use of mobile e-meetings through wearable computing has been discussed in gen- eral terms, with further details given in the actual publications appearing in part 2 and 3. Following, two other aspects that are needed for efficient mobile e-meetings will be pre- sented, namely the aspects of unobtrusive interaction with the wearable computer in terms of interruptions and notifications. One way to make interaction with a wearable computer less obtrusive is to make sure that messages and notifications are presented to the user in the most suitable manner possible. What is deemed as suitable may be dependent on the user’s current situation. For exam- ple, when discussing with someone face to face in real life while being involved in a mobile e-meeting, text-based messages that queue up may be preferable to direct voice messages. On the other hand, the opposite may be true if the user is involved in tasks demanding vi- sual attention. Because wearable computers are closely coupled to the user and can exhibit context-aware functionality, they can aid by converting incoming messages from one media to another, e.g. voice to text or text to voice. A prototype performing this media conversion has been built6 and tested in initial pilot studies, demonstrating how the user of a wearable can receive incoming communication through the proper media given a certain situation. This is discussed in more detail in part 3, and represents one contribution for making communication between humans more streamlined in wearable computing scenarios. Another way of improving the communication is to make sure that incoming messages do not interrupt the user, or more specifically that they do not increase her cognitive workload more than what is absolutely necessary. A user study of different methods to perform this notification has been conducted in part 4, investigating the effects they have on tasks per- formed in the real world and in the wearable computing domain. The results from this study expose the advantages and drawbacks of the methods tested, contributing with knowledge on when a certain method is preferable to use for notification or not. This knowledge can in turn be used in conjunction with the aforementioned media conversion facility, to further reduce the intrusiveness of using a wearable computer. Subsequently, this in turn brings benefits to the sharing of knowledge and experiences, which should be natural and not hindered by technology that is in the way. The initial user study, presented in part 4 with more subjective and qualitative data ap- pearing in [55], utilized a highly controlled experimental apparatus which mainly tested the effect of wearing a head-mounted display. This was done in order to be able to compare the outcome of the studies with previous interruption studies, specifically those conducted by McFarlane in [51, 53] focusing on desktop computing. In wearable computing, there are however many factors that make it inherently different from traditional desktop computing. User interfaces for wearable computers also differ as a result, as the traditional WIMP7 user interface and desktop metaphor is difficult to employ in wearable computing [67]. As such, it was decided that a follow up study was needed, where more of the properties of wear- able computing could be embodied. All of this while still maintaining the experiment highly controlled, and still being able to evaluate an arbitrary wearable user interface.

6This prototype was originally developed by Marcus Fransson as part of his Master’s Thesis work. 7Windows, Icons, Menus, Pointer. Thesis Introduction 23

Figure 1.5: The HotWire apparatus.

Finding an apparatus that allowed this turned out to be a major challenge, however, as proper evaluation apparatuses for wearable user interfaces are few and next to nonexistent. Typically, wearable user interfaces are evaluated in one of two ways. Either the user is walk- ing around while interacting with the user interface, which runs the risk of getting invalid results because simply walking around does not accurately represent the intended application domain where the user interface is being used. Alternatively, the real world task is instru- mented with sensors and equipment to assess how the task is performed while interacting with the wearable user interface. While this results in accurate data and perfor- mance measurements, the required instrumentation makes it difficult and time consuming to apply the experiment to another task within the same or another application domain, and because of intricacies in the specific task being done, results may not always be possible to generalize due to the existence of certain more or less prominent nuisance factors. Hence, finding an apparatus that allows for easy modeling of a real world task is highly desirable. For the user study presented in part 5, the HotWire was therefore introduced in [83] as a suitable apparatus. The HotWire was conceived, designed and created by myself and my colleague Hendrik Witt, in order to have an easy to use apparatus for conducting laboratory experiments while retaining the inherent properties of wearable computing. This apparatus fulfills three requirements; it abstracts a physical task performed in the real world, it is easy to learn so that arbitrary subjects can be tested, and it can be adapted to different scenarios and application domains. An example of a HotWire apparatus is shown in figure 1.5. In essence, the user is forced to move a metallic ring as accurately as possible over a wire bent in different shapes, thereby 24 Thesis Introduction requiring the user’s focus and constant attention, similar to what an ordinary task would require in real life. Furthermore, the shape of the wire can also force the user to move around when following it, as well as move in and out of different body postures such as kneeling or bending over. This further emphasizes the mobility aspect of wearable computing, such as is often the case in the application domains of manufacturing and inspection tasks [4]. The HotWire is connected via an RS-232 serial interface to a monitoring software running on a computer, so that the user’s performance of the real task can be measured and logged. In turn, an arbitrary wearable user interface can be tested by letting the user use it while performing the task. By coupling the user interface to the monitoring software, the user’s interaction with the interface can also be measured and logged at the same time. This makes it possible to assess how the user performs the interaction with the real world as well as the wearable user interface, and hence, conclusions can be drawn on whether the wearable computer helps or hinders the user. In the subsequent user study regarding interruptions detailed in part 5, the HotWire was used to simulate a physical and primary task while testing different methods for interrupting the user. In addition to studying the same interruption methods used in part 4, the full set of methods as proposed by McFarlane in [53] were now also tested. The means for inter- acting with the wearable computer also changed, so that the previously used keyboard was replaced with a wearable interaction device in form of a data-glove using tilt sensors [84]. The results from the study point out that there are mainly similarities, but also some inherent differences, between what methods for interruption are useful when comparing more realistic wearable computing with desktop or stationary computing. The intricacies of these results are discussed in further detail in parts 4 and 5. Perhaps more importantly, however, was the finding that the HotWire apparatus helped in revealing some of the problems in wearable computing. The foremost example of this was that the negotiated interruption method, where the user is more in control, turned out to cause the user to perform badly in many aspects. Upon closer examination of the results, this was however not caused by the interruption method per se, but rather by the interaction device and modality employed in this method. This finding was unexpected as the device used was conceptually simple to operate, yet when taken in use in a more realistic wearable computing scenario it turned out to be significantly more difficult to operate correctly. Concluding the topic of interruptions, the results in part 4 and 5 are both valid in their own sense, especially when considering the context and design of the study. The first study used an idealized setup where few wearable computing properties were present but the typical HMD, and thereby showed what effect that interruptions will have on a user once the interaction with the wearable computing is fully streamlined. The second study used a more realistic setup in which contemporary wearable computing applications are being used, and thus showed what effect can be expected when using current interaction devices such as a data-glove.

1.8.3 Prototyping and Deploying Mobile E-Meeting Systems

In order to move outside of laboratory experiments and allow for actual end users to test mobile e-meeting systems in real life situations, prototypes are needed which can be deployed and taken in use at the intended facility. In part 6, user centric prototyping is presented as Thesis Introduction 25 a way to incorporate the intended end users in the design process of a wearable computer, in particular with consideration for how they will be needed to use and interact with such a system. In part 7, this prototyping is extended by the proposed Ubiquitous Communication Management Framework, which allows such a wearable computer to have additional input and output capabilities, all under control by the end user through a simple to use abstraction of a user interface. The investigation of different ways for prototyping wearable computing as discussed in part 6, was performed to gain input by the end users themselves and their idea of what con- stituted useful interaction means. The nurses’ needs were first investigated in field studies, which revealed that the current communication possibilities between the personnel and re- mote medical workers were insufficient. In discussions with the nurses, it was deemed de- sirable to improve their ability to communicate over a distance. During an ethnographical field study, the nurses’ daily tasks were observed and analyzed, to provide us with insight in what their profession entails and what situations they encounter. This was followed by participatory design events in which a wearable system was prototyped in terms of function- ality and interaction. To involve the end users in the design process, methods such as paper prototyping [65] and Wizard of Oz prototyping [12] were applied. However, although employing end users in the design process can result in a wearable computer they feel comfortable using, the design is still constrained by the need to construct a complete hardware system suitable for all situations. For example, for certain tasks involving visual guidance by a remote expert there is a definite need for a HMD, while in other tasks it is sufficient to communicate over audio. In the latter cases, the HMD serves no purpose, but as it is still part of the wearable computing system it may or may not be easily removed on demand depending on how the hardware system is designed. This leads to the undesirable situation of always having to carry around a complete wearable system suitable for all kinds of tasks, increasing the weight of the system and making it more obtrusive as a result. This can become a significant problem if users stop using the equipment altogether as a direct consequence of these problems. Using a modular approach was identified as a possible way to relieve the aforementioned problem. The ideas for this approach originate in part from the Borderland vision [56] briefly introduced in parts 2 and 3, and were also influenced by research in ubiquitous communi- cation [36]. With this approach, a user should be able to customize the wearable computer on demand by simply adding the components as needed. With a broad definition of what a component constitutes, these can be everything from wearable devices to devices found in the surrounding environment. In order to realize this approach and make the wearable com- puter more modular, a software framework was designed to provide the necessary signalling between different components. The framework provides the ability for controlling different media resources, i.e. devices for presenting or capturing e.g. audio and video, so that media streams can be redirected and transfered between them arbitrarily. An example scenario illustrates how the framework can be used in a real life situation. Assume a nurse at a nursing home needs the advice of a physician when attending a patient, and gets this via a wearable computer equipped with a HMD in which she can see the physician’s instructions. Upon entering the patient’s room, the framework detects this and reacts by notifying the wearable computer that there 26 Thesis Introduction

Remote Sensor Control UI

User Search interaction Publish for information Sensor Personal Publish Communication Mobility Information Manager Management Configure Repositories Agent Publish Subscribe Configure Publish on events Sensor Media Resource

Media Sensor Resources Publish Media Resource Sensor

Figure 1.6: Overview of the Ubiquitous Communication Management Framework. are additional media resources in the room. The nurse is notified about this by the wearable user interface, and decides to redirect the video stream to the nearby television screen, so that the patient can view and follow the physician’s instructions directly. The driving concept is that of the Dynamic Wearable Computer, where the user only needs to wear the interaction devices needed for the task at hand, and is able to utilize external resources found in the environment as an extension of the wearable computer. For nurses working in a nursing home who have previously tried different wearable computing systems for communication, as discussed in part 6, this was desirable so they could choose what interaction capabilities they needed based on the task at hand. In figure 1.6, the different components of the proposed framework are shown. Each com- ponent has a dedicated task, making up a complete distributed system that becomes easy to deploy and manage. The Information Repository is a distributed containing informa- tion about the system and the users. Each repository represents either a user, an environment, or a media resource. The repositories are all linked, similar to how the is linked together. For example, a user repository can be linked to an environment repository representing a room, which in turn is linked to several media resource repositories represent- ing different devices. The information stored in the repositories in turn originate from sensors, which publish their data into their associated repository. For example, a sensor could detect when a user enters a room, and then link the user’s repository together with the environment repository representing the room. The Personal Communication Management Agent in turn listens for state changes in the information repositories, which occur when sensors publish certain data which the agent subscribes to. In the situation when e.g. a new media resource becomes available as the result of such a state change, the agent notifies the Remote Control User Interface. This component is an abstraction of a user interface which informs the user about available media resources, Thesis Introduction 27

Figure 1.7: A nurse using a wearable computer with the video stream redirected to a TV. and allows the user to select whether or not to use any of them. The implementation of this component is specific to the device on which it runs, meaning that a wearable computer can have an arbitrarily chosen wearable user interface, while a PDA can have an ordinary user interface suitable for such hand-held devices. In the implementation of such an interface, the results from parts 4 and 5 can be taken into account, to avoid distracting the user more than necessary. As the user selects or deselects media resources, the remote control user interface sends events back to the agent. In turn, the agent communicates with the Mobility Manager responsible for configuring the media resources. This manager can be implemented either as a gateway or integrated with the communication software running in the media resources. Implementing it as a gateway means that the communication software can be kept unmodified, and the gateway performs the necessary redirecting and multiplexing of media streams between the devices. Imple- menting it in the communication software itself has the advantage of avoiding a single point of failure such as with a gateway, but the drawback is that the software needs to be adapted which is not always possible with proprietary software. The signalling infrastructure provided by the framework means that it can be used in conjunction with arbitrary software for conveying media streams, as long as that software can be modified to respond to such signalling or have its media streams redirected via a gateway. In part 7, a proof of concept system using the Marratech software for implementing the e-meeting system is presented, where the framework controls the application and is able to redirect video streams between arbitrary displays on the user’s demand. Figure 1.7 shows a nurse using the system, having just transfered the video stream appearing on her wearable computer to a media resource in form of a television screen in the room. 28 Thesis Introduction

Taking the publications in part 6 and 7 together, the results allow for easier prototyping of wearable communication systems, with ease of interaction as a common goal in terms of both hardware and software.

1.9 Discussion

This thesis has proposed the novel concept of mobile e-meetings conducted through wearable computers. User studies have been done investigating how interaction can be improved in terms of interruptions and notifications, and field trials have shown how such systems can be prototyped for ease of use and deployment. This section discusses how the research questions listed in section 1.4 have been addressed in this thesis. Furthermore, it gives an outlook into potential future research directions on this topic, and thereafter concludes the introductory part of this thesis by highlighting the scientific contributions.

1. By what means can communication take place in mobile e-meetings through wearable computing, and what media are relevant to focus on for this purpose? The first paper has explored the use of mobile e-meetings by using a wearable computer prototype in differ- ent real life situations. The concept of the knowledgeable user has been introduced, denoting the situation where a field worker retrieves assistance from remote experts. Based on the situations encountered, many different media have been found to be more or less useful. As it all depends on the situation in which the wearable computer is used, a definite classification of the media requirements is not possible to make, although some guidelines can be given. From the experts’ point of view, receiving video and audio from the field worker and the task currently performed is a primary concern in most situations. From the field worker’s point of view, audio and chat messages may be the most useful media for conveying information and advice, whereas video and still images are only needed occasionally. As no quantitative studies were made and all field trials took place in uncontrolled real life situations, the validity and reliability of these findings can not be guaranteed for all possible situations. However, as using wearable computers for mobile e-meetings was a novel concept, an exploratory approach to this field was deemed useful and desirable, in order to gain insight in the area for the purpose of the coming research.

2. How can mobile e-meetings be seamlessly used and employed in real life scenarios? The second paper further explores the use of mobile e-meetings, with focus on how the re- mote experts can be given a seamless and useful view of the field worker’s performed tasks. To achieve seamlessness, the use of different interfaces for conveying historical or live infor- mation can be used, allowing experts to enter the e-meeting at different points in time and by different means. This allows them a recap of the task performed, so that they are better able to assist the field worker on demand. While it is possible to build mobile e-meeting systems which can be used in real life, two primary issues were identified. Considering the first issue, the user’s wearable computer itself needs to be unobtrusive, both for the sake of easy handling, as well as not to interfere with the people the user meets while performing the task. The second issue is that the wearable user interface needs to be highly efficient to Thesis Introduction 29 use, so that the user can focus on performing the task as unhindered as possible. The ability to switch freely between text and audio was also identified as potentially useful, as it would increase the seamlessness of using the system for experts and field workers alike. Similar to the first paper, this is also an exploratory paper which delves deeper into how mobile e-meetings are used, as well as what issues there are that needs to be addressed to improve them further. In particular, the issue of unobtrusive interaction with the wearable computer was identified as necessary for an efficient e-meeting to be conducted.

3. Given a number of methods to interrupt a user, how should these be used so as not to increase the user’s cognitive workload more than needed? The third and fourth papers provide an overview of different methods for interrupting the user while trying to minimize the increase of the user’s cognitive workload. In the third paper where the user’s interaction with the wearable computer was highly streamlined, the results indicate that using a sched- uled method, where the interrupting tasks are clustered, will give the best results although with the drawback of a considerably higher average age before the tasks are handled. The negotiated treatments, where the user could decide when to handle the interruptions, is more useful considering the overall performance of the user. This method yields a much shorter average task age with only slightly worse performance compared to the scheduled treatment. In the fourth paper where a more realistic wearable computing scenario was studied, similar results were observed with some important and unexpected findings. The primary finding was that the negotiated method now exhibited worse results than the scheduled, immediate, and mediated methods, because the users experienced major problems with a conceptually simple interaction step. This points out that streamlined interaction with the wearable computer is still a paramount topic of research. In conclusion, a user’s performance is shown to be affected depending on what methods for interruption are used, warranting research in this field. Furthermore, it was suggested that the type of notification used in the negotiated method may have an additional impact, so this also becomes a factor to take in consideration. A prerequisite for properly employing the methods is also that the user’s physical interaction with the wearable computer’s input de- vices is not flawed. These findings are all based on user studies performed through controlled experiments, and can be considered valid as they are likely to correctly measure the intended effect of interruptions. The results are also reliable as they concur with earlier studies regard- ing both desktop and wearable computing.

4. How can a typical wearable computing scenario from real life be modeled as an experimental setup, in order to evaluate wearable user interfaces in a reliable and valid manner? The fourth paper presented, as part of the user study regarding interruptions, an apparatus called the HotWire. The apparatus can be used to model real world tasks where mobility and attention are the key factors characterizing the task. These factors can be tuned and embodied in the experimental setup, by altering the shape, length, and difficulty of the track. Although the fourth paper only presents a user study, the apparatus allows an arbitrary wearable user interface to be tested. 30 Thesis Introduction

Results gained from using the HotWire can be deemed valid as the apparatus in its con- struction embodies many of the characteristics of how wearable computing primary tasks are performed. The advantage of having an apparatus for evaluating wearable user interfaces in this manner, is that early use of the apparatus can guide a designer of a wearable user inter- face in choosing the proper interaction means. This makes it easier to determine from the start whether a certain modality or interaction device will be useful or not. When proper in- teraction means have been identified and selected, more detailed data can be extracted using the very same apparatus at a later stage. The lack of reproducible and easy to use evaluation apparatuses in the field of wearable computing, also makes the HotWire apparatus itself one of the most important contributions of this thesis.

5. What methodologies are useful when prototyping easy to interact with wearable computing e-meeting systems and engaging end users in the process? The fifth paper presents the use of three methods of prototyping. Paper prototyping makes it easy to involve end users in the design process, because its simplicity requires no technical knowledge while still allowing them to explore the design space. Wizard of Oz prototyping allows end users to try out different means for interaction at an early stage, without needing go through tedious and perhaps misdirected research and development. The use of prototyping based on existing consumer products can aid certain aspects of the design process, such as providing the users with a sense for what is realistic to achieve with today’s technology. Using existing software to provide the actual communication, gives users a feeling for how useful such communica- tion can be in their work. On the other hand, limitations in soft- and hardware can also have a negative impact, as it tend to restrict the end users’ creativity making them focus more on the current technology than the envisioned functionality. When researching interaction aspects of wearable computing for human communication, it is important to include the end users in the process of designing proper interaction. The contribution of this fifth paper is therefore the insight on how traditional prototyping methods for desktop computing, can also be applied to wearable computing.

6. What functionality is needed to allow users to automatically combine and switch between resources available in the wearable computer and in the surrounding environ- ment? The sixth paper presents a framework that provides this functionality. A proof of concept prototype implementation of the framework shows that it can make a wearable com- puter more dynamic, in the sense that incoming and outgoing media streams can be redirected to arbitrary output and input devices either worn or found in the environment. The prototype has been used in a local nursing home, allowing nurses to communicate with medical work- ers and make use of external displays and cameras as needed. This enables the end users to switch freely between different devices, in order to suit their current interaction needs for the task at hand. Although no long term deployment of the framework has been made, the findings can still be considered valid as actual end users were involved in trying out the prototype system. Combined with the findings regarding prototyping in the fifth paper, this framework can thus Thesis Introduction 31 aid in making the prototypes more customizable to the different tasks performed by the end users.

1.9.1 Future Research Directions

Wearable computing by definition means that the interaction is managed in a way that assists rather than impedes its user. This is applicable when the wearable computer is used for human communication, and equally applicable when it is used for other purposes. Research in improving the means for interaction will therefore have the benefit of showing an impact on many different application domains. The HotWire is in its current incarnation able to reveal intricacies of wearable computing not uncovered by earlier methods and studies, and I see several possibilities where further studies of various wearable user interfaces can be conducted using the apparatus. Such studies will have the benefit of pointing out how the HotWire itself can evolve, while the HotWire in turn evaluates and sheds new light on the topic of wearable interaction. As this is one of the first reproducible and easy to use evaluation apparatuses, I foresee that much research can be conducted around the HotWire, and that this will bring many scientific benefits to the study of wearable interaction. Naturally, user studies also need to be complemented with real world prototyping and development, in order to bring the theoretical insights into practical use in the real world. Deploying a wearable computer for human communication at a nursing home for very long term use, is something which would provide very valuable insight in how this technology is being used. For such long term deployment however, the wearable computers used must be extremely durable and not prone to errors, and this is something which requires much more effort in terms of construction and implementation than creating a research prototype for short term use.

1.9.2 Conclusions

This thesis has studied different interaction aspects of wearable computing for human com- munication, and proposed solutions and guidelines for how the user’s interaction can become more streamlined and easy to use. The main scientific contributions of this thesis can be summarized as follows.

• A concept called the knowledgeable user denoting the use of wearable computing for human communication, with exploratory field trials using hardware and software pro- totypes to survey this research topic.

• Guidelines for properly managing the interruption and notification of the user of a wearable computer, both in ideal settings when the user’s interaction is already stream- lined, as well as in more demanding situations of physical and practical nature.

• The HotWire apparatus which can be used to evaluate arbitrary wearable user inter- faces in a controlled and reproducible manner, while at the same time being easy to 32 Thesis Introduction

adapt to different kinds of application domains where mobility and attention are the key characteristics. • The concept of a dynamic wearable computer realized through a framework that en- ables ubiquitous communication, facilitating the use of arbitrary input and output de- vices in the surrounding environment to suit the user’s interaction demands.

Based on results from field trials, user studies, laboratory experiments, and theoretical analysis of these, the thesis suggests that wearable computing is a feasible way to enable human communication over a distance. This has the potential to increase a user’s task per- formance, and thereby save time and money as a result. In health-care and nursing homes in particular, lack of time is often a major problem for the personnel, thereby making such facil- ities suitable and feasible for the deployment of this kind of applications. However, deploying an application has no purpose unless it is also taken in use. To make a wearable computer useful, great care needs to be taken to make it easy to operate, which can be achieved by providing a streamlined and unobtrusive user interface. The results presented in this thesis shows that it is possible to involve end users in the design process, and make a flexible and dynamic system which will be accepted and taken in actual use at the facility. The results also show that interruption is an important issue to consider, and that by managing interruptions and notifications properly, task performance can be further enhanced while reducing their negative impact. Broadening the view and looking at wearable computing for human communication in general, the research presented in this thesis contains guidelines on many aspects of interac- tion. These guidelines are foremost applicable to the domain of wearable computing, but also in research on mobile telephony and other . In our current society, we can see the emergence of increasingly powerful smart phones and PDAs, together with higher bandwidth and larger coverage of wireless and cellular networks. This means that more so- phisticated ways of communicating through different media are now becoming available to the general public. With this, users’ demands on unobtrusive and streamlined interaction will become increasingly important. As the concept of wearable computing by definition con- forms, ideally, to these demands, the results in this thesis can be expected to have an impact on how interaction is designed for the or wearable computer of the future. Even though prototypes have been built using specific hardware and software compo- nents, the results leading up to these guidelines have primarily originated from the underlying interaction demands of human beings. As human nature and the desire to communicate is not expected to change radically in the foreseeable time, the results will be applicable to present and future technologies alike. By this, I conclude this thesis by stating that it points out a leap forward in human communication, and that the results contained herein provides yet another step forward in that direction.

1.10 Personal Contribution

The remainder of this thesis consists of six publications. This section describes my own contribution in each of the papers. Thesis Introduction 33

Paper 1: Marcus Nilsson is the main author of this paper. I contributed to major parts of the sections about the mobile user and what lies beyond communication, and to the evaluation and conclusions both in writing as well as through discussions. The tests and experiments which the paper is based on have been conducted over an extended period of time, and is the result of joint work between myself and Marcus Nilsson. Paper 2: I am the main author of this paper, I wrote most of the text. The tests and ex- periments which the paper is based on have been conducted over an extended period of time, and is the result of joint work between myself and Marcus Nilsson. Roland Parviainen contributed with his history and web interface tools for Marratech Pro. Paper 3: I am the main author of this paper, I wrote most of the text with comments from my co-authors. I, Marcus Nilsson and Urban Liljedahl were equally responsible for the setup and execution of the user study. The simulation software used is derived from Dr. Daniel C. McFarlane’s original source code, and was adapted by myself and Marcus Nilsson to suit our experiment. The discussion and conclusions are the result of work mainly involving myself and Marcus Nilsson.

Paper 4: I am the main author of this paper, I wrote half the introduction and related work, and most of the experiment and user study sections. The experimental setup was pri- marily designed by myself in collaboration with Hendrik Witt. The HotWire experi- mental apparatus was conceived in discussions between myself and Hendrik Witt, and we are both equally involved in its creation, overall design, and usage. I prepared the HotWire simulation software while Hendrik Witt constructed the hardware used in the study. The DataGlove used in the study was constructed within Hendrik Witt’s re- search group, who also wrote the necessary drivers for interfacing with the simulation program. We were both equally involved in executing the user study and performing the subsequent analysis. The discussion and conclusions are the result of work involv- ing myself and Hendrik Witt. Paper 5: I am the main author of this paper, I wrote most of the text except the section about the Wizard of Oz method which was written by Josef Hallberg. The work leading up to this paper, such as interviews, ethnographical studies, tests and prototyping with the elderly-care personnel, was shared equally between myself and Josef Hallberg. Paper 6: Johan Kristiansson is the main author of this paper. I and Johan Kristiansson con- tributed most to the paper, while Josef Hallberg contributed with the text about the information repositories and the personal management agent. My contribution was the introduction, related work, the remote control user interface, and the proof of concept prototype. The framework was implemented mainly by Johan Kristiansson, while I implemented the modules dealing with the remote user interface handling and presen- tation. The design and subsequent analysis of the framework was conducted by myself, Johan Kristiansson, and Josef Hallberg. 34 Part 2

Sharing Experience and Knowledge with Wearable Computers

35

Sharing Experience and Knowledge with Wearable Computers 37

Sharing Experience and Knowledge with Wearable Computers

Marcus Nilsson, Mikael Drugge, Peter Parnes Division of Media Technology Department of Computer Science and Electrical Engineering Luleå University of Technology SE–971 87 Luleå, Sweden {marcus.nilsson, mikael.drugge, peter.parnes}@ltu.se April, 2004

Abstract

Wearable computers have mostly been looked on when used in isolation, but the wearable computer with Internet connection is a good tool for communication and for sharing knowl- edge and experience with other people. The unobtrusiveness of this type of equipment makes it easy to communicate at most types of locations and contexts. The wearable computer makes it easy to be a mediator of other people knowledge and becoming a knowledgeable user. This paper describes the experience gained from testing the wearable computer as a communication tool and being the knowledgeable user on different fairs.

2.1 Introduction

Wearable computers can today be made by off the shelf equipment, and are becoming more commonly used in some areas as construction, , etc. Researchers in the wearable computer area believe that wearable computers will be equipment for everyone that aids the user all day. This aid is in areas where computers are more suited than humans, for example memory tasks. Wearable computer research has been focusing on the usage of wearable computers in isolation [19]. It is believed in the Media Technology group at Luleå University of Technology that a big usage of the wearable computer will be the connection the wearable computer can make possible, both with people and the surrounding environment. Research on this is being conducted in what we call Borderland [56], which is about wearable computers and the tools for them to communicate with people and technology. A wearable computer with network connection can make it possible to have a communication with people that are at distant locations independent of the users current location. This is of course possible today with mobile phones etc, but a significant difference with the wearable computer is the possibility of a broader use of media and the unobtrusiveness of using a wearable computer. One of the goals for wearable computers is that the user could operate it without diminish- ing his presence in the real world [7]. This together with the wearable computer as a tool for 38 Sharing Experience and Knowledge with Wearable Computers rich1 communication make it possible for new ways of communicating. A wearable computer user could become a beacon of several people’s knowledge and experience, a knowledgeable user. The wearable computer would not just be a tool for receiving expert help [34] but a tool to give the impression to other people that the user does have the knowledge in himself. The research questions this brings forward include by what means communication can take place, what type of media is important for this type of communication? There is also the question of how this way of communicating will affect the participants involved, what advantages and disadvantages there are with this form of communication. In this paper we present experiences that have been made on using wearable computers as a tool to communicate knowledge and experience from both the user and other participants over the network or locally.

2.1.1 Environment for Testing

The usage of wearable computers for communication was tested under different fairs that the Media Technology group attended. The wearable computer was part of the exhibition of the group and used to communicate with the immobile part of the exhibition. Communication was also established with remote persons from the group that was not attending the fairs. Both the immobile and remote participants could communicate with the wearable computer through video, audio and text. The type of fairs ranged from small fairs locally to the university for attracting new stu- dents, to bigger fairs where research was presented for investors and other interested parties.

2.2 Related Work

Collaborative work using wearable computers has been discussed in several publications [2, 3, 73]. The work has focused on how several wearable computers and/or computer users can collaborate. Not much work has been done on how the wearable computer user can be a mediator for knowledge and experience of other people. Lyons and Starners work on capture the experience of the wearable computer user [41] is interesting and some of the work there can be used for sharing knowledge and experience in real time. But it is also important to consider the other way around where people are sharing to the wearable computer user. As pointed out in [19], wearable computers tend to be most often used in isolation. We believe it is important to study how communication with other people can be enabled and enhanced by using this kind of platform.

2.3 The Mobile User

We see the mobile user as one using a wearable computer that is seamlessly connected to the Internet throughout the day, regardless of where the user is currently situated. In Borderland 1With rich we mean that several different media is used as audio, video, text, etc. Sharing Experience and Knowledge with Wearable Computers 39

Figure 2.1: The Borderland laptop-based wearable computer. we currently have two different platforms which both enable this; one is based on a laptop and the other is based on a PDA. In this section we discuss our current hardware and software solution used for the laptop-based prototype. This prototype is also the one used throughout the remainder of this paper, unless explicitly stated otherwise.

2.3.1 Hardware Equipment

The wearable computer prototype consists of a Dell Latitude C400 laptop with a Pentium III 1.2 GHz processor, 1 GB of main memory and built-in IEEE 802.11b. Connected to the laptop is a semi-transparent head-mounted display by TekGear called the M2 Personal Viewer, which provides the user with a monocular full color view of the regular laptop display in 800x600 resolution. Fit onto the head-mounted display is a Nogatech NV3000N web 40 Sharing Experience and Knowledge with Wearable Computers

Figure 2.2: The Borderland PDA-based wearable computer. camera that is used to capture video of what the user is currently looking or aiming his head at. A small wired headset with an earplug and microphone provides audio capabilities. User input is received through a PS/2-based Twiddler2 providing a mouse and chording keyboard via a USB adapter. The laptop together with an USB-hub and a battery for the head-mounted display are placed in a backpack for convenience of carrying everything. A battery for the laptop lasts about 3 hours while the head-mounted display can run for about 6 hours before recharging is needed. What the equipment looks like when being worn by a user is shown in figure 2.1. Note that the hardware consists only of standard consumer components. While it would be possible to make the wearable computer less physically obtrusive by using more special- ized custom-made hardware, which is not a goal in itself at this time. We do, however, try to reduce its size as new consumer components become available. There is work being done on a PDA based wearable that can be seen in figure 2.2. The goal is that it will be much more useful outside the Media Technology group at Luleå Univer- sity of Technology and by that make it possible to do some real life test on the knowledgeable user.

2.3.2 Software Solution

The commercial collaborative work application Marratech Pro2 running under Windows XP provides the user with the ability to send and receive video, audio and text to and from other participants using either IP-multicast or unicast. In addition to this there is also a shared whiteboard and shared web browser. An example of what the user may see in his head- mounted display is shown in figure 2.3.

2http://www.marratech.com Sharing Experience and Knowledge with Wearable Computers 41

Figure 2.3: The collaborative work application Marratech Pro as seen in the head-mounted display.

2.4 Beyond Communication

With a wearable computer, several novel uses emerge as a side effect of the communication ability that the platform allows. In this section we will focus on how knowledge and expe- riences can be conveyed between users and remote participants. Examples will be given on how this sharing of information can be applied in real world scenarios.

2.4.1 Becoming a Knowledgeable User

One of the key findings at the different fairs was how easily a single person could represent the entire research group, provided he was mobile and could communicate with them. When meeting someone, the wearable computer user could ask questions and provide answers that may in fact have originated from someone else at the division. As long as the remote in- formation, e.g. questions, answers, comments and advices, was presented for our user in a non-intrusive manner, it provided an excellent way to make the flow of information as smooth as possible. For example, if a person asked what a certain course or program was like at our university, the participants at the division would hear the question as it was asked and could respond with what they knew. The wearable computer user then just had to summarize those bits of information in order to provide a very informative and professional answer. 42 Sharing Experience and Knowledge with Wearable Computers

This ability can be further extended and generalized as in the following scenario. Imag- ine a person who is very charismatic, who is excellent at holding speeches and can present information to an audience in a convincing manner. However, lacking technical knowledge, such a person would not be very credible when it comes to explaining actual technical details that may be brought up. If such a person is equipped with a wearable computer, he will be able to receive information from an expert group of people and should thus be able to answer any question. In effect, that person will now know everything and be able to present it all in a credible manner, hopefully for the benefit of all people involved. Further studies are needed to find out whether and how this scenario would work in real life — can for example an external person convey the entire knowledge of, for example a research group, and can this be done without the opposite party noticing it? From a technical standpoint this transmission of knowledge is possible to do with Borderland today, but would an audience socially accept it or would they feel they are being deceived? Another, perhaps more important, use for this way of conveying knowledge is in health- care. In rural areas there may be a long way from hospital to patients’ homes, and resources in terms of time and money may be too sparse to let a medical doctor visit all the patients in person. However, a nurse who is attending a patient in his home can use a wearable computer to keep in contact with the doctor who may be at a central location. The doctor can then help make diagnoses and advise the nurse on what to do. He can also ask questions and hear the patient answer in his own words, thereby eliminating risks of misinterpretation and misunderstanding. This allows the doctor to virtually visit more patients than would have been possible using conventional means, it serves as an example on how the knowledge of a single person can be distributed and shared over a distance.

2.4.2 Involving External People in Meetings

When in an online meeting, it is sometimes desirable for an ordinary user to be able to jump into the discussion and say a few words. Maybe a friend of yours comes by your office while you are in a conversation with some other people, and you invite him to participate for some reason, maybe he knows a few of them and just wants to have a quick chat. While this is trivial to achieve when at a desktop — you just turn over your camera and hand a microphone to your friend — this is not so easily done with a wearable computer for practical reasons. Even though this situation may not be that common to deserve any real attention, we have noticed an interesting trait of mobile users participating in this kind of meetings. The more people you meet when you are mobile, the bigger chance there is that some remote participant will know someone among those people, and thus the desire for him to communicate with that person becomes more prevalent. For this reason, it has suddenly become much more important to be able to involve ordinary users — those you just meet happenstance — in the meeting without any time to prepare the other person for it. A common happening at the different fairs was that the wearable computer user met or saw a few persons who some participant turned out to know and wanted to speak with. Lacking any way besides using the headset to hear what the remote participants said, the only way to convey information was for our user to act as a voice buffer, repeating the spoken Sharing Experience and Knowledge with Wearable Computers 43 words in the headset to the other person. Obviously, it would have been much easier to hand over the headset, but several people seemed intimidated by it. They would all try on the head-mounted display, but were very reluctant to speak in the headset. 3 To alleviate this problem, we found it would likely be very useful to have a small speaker as part of the wearable computer through which the persons you meet could hear the par- ticipants. That way, the happenstance meeting can take place immediately and the wearable computer user need not even take part in any way, he just acts as a walking beacon through which people can communicate. Of course, a side effect of this novel way of communicating may well be that the user gets to know the other person as well and thus, in the end, builds a larger contact network of his own. We believe that with a mobile participant, this kind of unplanned meetings will happen even more frequently. Imagine, for example, all the people you meet when walking down a street or entering a local store. Being able to involve such persons in a meeting the way it has been described here may be very socially beneficial in the long run.

2.4.3 When Wearable Computer Users Meet

Besides being able to involve external persons as discussed in the section before, there is also the special case of inviting other wearable computer users to participate in a meeting. This is something that can be done using the Session Initiation Protocol (SIP) [28]. A scenario that exemplifies when meetings between several wearable computer users at different locations would be highly useful is in the area of fire-fighting.4 When a fire breaks out, the first team of firefighters arrives at the scene to assess the nature of the fire and proceed with further actions. Often a fire engineer with expertise knowledge arrives at the scene some time after the initial team in order to assist them. Upon arrival he is briefed of the situation and can then provide advice on how to best extinguish the fire. The briefing itself is usually done in front of a shared whiteboard on the side of one of the fire-fighting vehicles. Considering the amount of time the fire engineer spends while being transported to the scene, it would be highly beneficial if the briefing could start immediately instead of waiting until he arrives. By equipping the fire engineer and some of the firefighters with wearable computers, they would be able to start communicate early on upon the first team’s arrival. Not only does this allow the fire engineer to be briefed of the situation in advance, but he can also get a first person perspective over the scene and assess the whole situation better. Just as in kraut’s work [35] the fire engineer as an expert can assist the less knowledgeable before reaching the destination. As the briefing is usually done with help of a shared whiteboard — which also exists in the collaborative work application in Borderland — there would be no conceptual change to their work procedures other than the change from a physical whiteboard to an electronic one. This is important to stress — the platform does not force people to change their existing work behavior, but rather allows the same work procedures to be applied in the virtual domain when that is beneficial. In this case the benefit lies in briefing being

3Another exhibitor of a voice-based application mentioned they had the same problem when requesting people to try it out; in general people seemed very uncomfortable speaking into unknown devices. 4This scenario is based on discussions with a person involved in fire fighting methods and procedures in Sweden. 44 Sharing Experience and Knowledge with Wearable Computers done remotely, thereby saving valuable time. It may even be so that the fire engineer no longer needs to travel physically to the scene, but can provide all guidance remotely and serve multiple scenes at once. In a catastrophe scenario, this ability for a single person to share his knowledge and convey it to people at remote locations may well help in saving lives.

2.5 Evaluation

The findings we have done are based on experiences from the fairs and exhibitions we have attended so far, as well as from pilot studies done in different situations at our university. The communication that the platform enables allows for a user to receive information from remote participants and convey this to local peers. As participants can get a highly realistic feeling of “being there” when experiencing the world from the wearable computer user’s perspective, the distance between those who possess knowledge and the user who needs it appears to shrink. Thus, not only is the gap of physical distance bridged by the platform, but so is the gap of context and situation. While a similar feeling of presence might be achieved through the use of an ordinary video camera that a person is carrying around together with a microphone, there are a number of points that dramatically sets the wearable computer user apart from such.

• The user will eventually become more and more used to the wearable computer, thus making the task of capturing information and conveying this to other participants more of a subconscious task. This means that the user can still be an active contributing participant, and not just someone who goes around recording.

• As the head-mounted display aims in the same direction as the user’s head, a more realistic feeling of presence is conveyed as subtle glances, deliberate stares, seeking looks and other kinds of unconscious behavior is conveyed. The camera movement and what is captured on video thus becomes more natural in this sense.

• The participants could interact with the user and tell him to do something or go some- where. While this is possible even without a wearable computer, this interaction in combination with the feeling of presence that already existed gave a boost to it all. Not only did they experience the world as seen through the user’s eyes, but they were now able to remotely “control” that user.

2.5.1 The Importance of Text

Even though audio may be well suited for communicating with people, there are occasions where textual chat is more preferable. The main advantage of text as we see it is that unlike audio, the processing of the information can be postponed for later. This has three conse- quences, all of which are very beneficial for the user. Sharing Experience and Knowledge with Wearable Computers 45

1. The user can choose when to process the information, unlike a voice that requires immediate attention. This also means processing can be done in a more arbitrary, non- sequential, order compared to audio.

2. The user may be in a crowded place and/or talk to other people while the information is received. In such environments, it may be easier to have the information presented as text rather than in an audible form, as the former would interfere less with the user’s normal task.

3. The text remains accessible for a longer period of time meaning the user does not need to memorize the information in the pace it is given. For things such as URL:s, telephone numbers, mathematical formulas and the like, a textual representation is likely to be of more use than the same spoken information.

While there was no problem in using voice when talking with the other participants, on several occasions the need to get information as text rather than voice became apparent. Most of the time, the reason was that while in a live conversation with someone, the interruption and increased cognitive workload placed upon the user became too difficult to deal with. In our case, the user often turned off the audio while in a conversation so as not to be disturbed. The downside of this was that the rest of the participants in the meeting no longer had any way of interacting or providing useful information during the conversation. 5 There may also be privacy concerns that apply; a user standing in a crowd or attending a formal meeting may need to communicate in private with someone. In such situations, sending textual messages may be the only choice. This means that the user of a wearable computer need not only be able to receive text, he must also be able to send it. We can even imagine a meeting with only wearable computer participants to make it clear that sending text will definitely remain an important need. Hand-held chord keyboards such as the Twiddler have showed to give good result for typing [42]. But these types of devices still take time to learn and for those who seldom need to use them the motivation to learn typing efficiently may never come. Other alternatives that provide a regular keyboard setup, such as the Canesta KeyboardTM Perception ChipsetTM that uses IR to track the user’s fingers on a projected keyboard, also exist and may well be a viable option to use. Virtual keyboards shown on the display may be another alternative and can be used with a touch-sensitive screen or eye-tracking software in the case of a head- mounted display. Voice recognition systems translating voice to text may be of some use, although these will not work in situations where privacy or quietness is of concern. It would, of course, also be possible for the user to carry a regular keyboard with him, but that can hardly be classified as convenient enough to be truly wearable. There is one final advantage of text compared to audio, and that is the lower bandwidth requirements of the former compared to the latter. On some occasions there may simply not be enough bandwidth, or the bandwidth may be too expensive, for communicating by other means than through text.

5This was our first public test of the platform in an uncontrolled environment, so neither of the participants was sure of what was the best thing to do in the hectic and more or less chaotic world that emerged. Still, much was learnt thanks to exactly that. 46 Sharing Experience and Knowledge with Wearable Computers

2.5.2 Camera and Video

Opinions about the placement of the camera on the user’s body varied among the participants. Most of them liked having the camera always pointing in the same direction as the user’s head, although there were reports of becoming disoriented when the user turned his head too frequently. Some participants wanted the camera to be more body-stabilized, e.g. mounted on the shoulder, in order to avoid this kind of problem. While this placement would give a more stable image it may reduce the feeling of presence as well as obscure the hints of what catches the user’s attention. In fact, some participants expressed a desire to be given an even more detailed view of what the user was looking at by tracking his eye movements, as that is something which can not be conveyed merely by having the camera mounted on the user’s head. As Fussell points out [20] there are problems that have to be identified with head- mounted cameras. Some of these problems may be solved by changing the placement on the body for the camera. However, further studies are needed to draw any real conclusions of the effects of the different choices when used in this kind of situation. Some participants reported a feeling of motion sickness with a framerate (about 5 Hz), and for that reason preferred a lower framerate (about 1 Hz) providing almost a slideshow of still images. However, those who had no tendency for motion sickness preferred as high framerate as possible because otherwise it became difficult to keep track of the direction when the user moved or looked around suddenly. In [1] it is stated that a high framerate (15 Hz) is desirable in immersive environments to avoid motion sickness. This suggests our notion of high framerate was still too low, and by increasing it further it might have helped eliminate this kind of problem.

2.5.3 Microphone and Audio

Audio was deemed as very important. Through the headset microphone the participants would hear much of the random noise from the remote location as well as discussions with persons the user met, thereby enhancing the feeling of “being there” tremendously Of course, there are also situations in which participants are only interested in hearing the user when he speaks, thereby pointing out the need for good silence suppression to reduce any background noise.

2.5.4 Transmission of Knowledge

Conveying knowledge to a user at a remote location seems in our experience to be highly useful. So far, text and audio have most of the time been enough to provide a user with the information needed, but we have also experienced a few situations calling for visual aids such as images or video. Sharing Experience and Knowledge with Wearable Computers 47

2.6 Conclusions

We have presented our prototype of a mobile platform in form of a wearable computer that allows its user to communicate with other. We have discussed how remote participants can provide a single user with information in order to represent a larger group, and also how a single expert user can share the knowledge he possesses in order to assist multiple persons at a distance. The benefits of this sharing have been exemplified with scenarios taken from health-care and fire-fighting situations. The platform serves as a proof-of-concept that this form of communication is possible today. Based on experiences from fairs and exhibitions, we have found and identified a number of areas that need further refinement in order to make this form of communication more con- venient for everyone involved. The importance of text and the configuration and placement of video has been discussed. The equipment used in these trials is not very specialized and can be bought and built by anyone. The big challenges in wearable computers today are the usage and in this paper a usage of the wearable computer as a tool for sharing of knowledge and experience was presented.

2.6.1 Future Work

We currently lack quantitative measures for our evaluation. For this a wearable computer that ordinary people will accept to use in their everyday life is needed. It is believed that the PDA based wearable that was mentioned earlier in this paper is that kind of wearable computer and the plan is to do user test for some of the scenarios that have been mentioned in earlier in the paper. There are also plans to improve the prototype with more tools for improving sharing of experience and knowledge. One thing that is being worked on now is to incorporate a telepointer over the video so distant participants can share with the wearable computer user what they are talking about or what have their attention at the moment.

2.7 Acknowledgements

This work was sponsored by the Centre for Distance-spanning Technology (CDT) and Mäk- italo Research Centre (MRC) under the VINNOVA RadioSphere and VITAL project, and by the Centre for Distance-spanning Health care (CDH). 48 Part 3

Experiences of Using Wearable Computers for Ambient Telepresence and Remote Interaction

49

Experiences of Using Wearable Computers for Ambient Telepresence ... 51

Experiences of Using Wearable Computers for Ambient Telepresence and Remote Interaction

Mikael Drugge, Marcus Nilsson, Roland Parviainen, Peter Parnes Division of Media Technology Department of Computer Science and Electrical Engineering Luleå University of Technology SE–971 87 Luleå, Sweden {mikael.drugge, marcus.nilsson, roland.parviainen, peter.parnes}@ltu.se October, 2004

Abstract

We present our experiences of using wearable computers for providing an ambient form of telepresence to members of an e-meeting. Using a continuously running e-meeting session as a testbed for formal and informal studies and observations, this form of telepresence can be investigated from the perspective of remote and local participants alike. Based on actual experiences in real-life scenarios, we point out the key issues that prohibit the remote inter- action from being entirely seamless, and follow up with suggestions on how those problems can be resolved or alleviated. Furthermore, we evaluate our system with respect to overall usability and the different means for an end-user to experience the remote world.

3.1 Introduction

Wearable computing offers a novel platform for telepresence in general, capable of providing a highly immersive and subjective experience of remote events. By use of video, audio and personal annotations and observations, the user of a wearable computer can convey a feeling of “being there” even to those people who are not. The platform also enables a level of interaction between remote and local participants, allowing information to flow back and forth passing through the wearable computer user acting as a mediator. All in all, wearable computers emerge as a promising platform for providing telepresence, yet this statement also brings forward the following research questions:

• What form of telepresence can be provided using today’s wearable computing technol- ogy?

• How can the telepresence provided be seamlessly used and employed in real-life sce- narios? 52 Experiences of Using Wearable Computers for Ambient Telepresence ...

• What is required to further improve the experience and simplify its deployment in everyday life?

In the Media Technology research group, collaborative work applications are used on a daily basis, providing each group member with an e-meeting facility from their regular desk- top computer. In addition to holding more formal e-meetings as a complement to physical meetings, the applications also provide group members with a sense of presence of each other throughout the day. This latter case is referred to as the “e-corridor” — a virtual office landscape in which group members can interact, communicate and keep in touch with each other. As the e-corridor allows fellow co-workers to be together regardless of their physical whereabouts, it has become a natural and integrated part of our work environment. As part of our ongoing research in wearable computing, we have had the wearable com- puter user join the e-corridor whenever possible; for example at research exhibitions, mar- keting events and student recruitment fairs. Since the members of our research group are already used to interact with each other through their desktop computers, we can build on our existing knowledge about e-meetings to study the interaction that takes place with a wearable computer user. This gives us a rather unique opportunity for studying the real-life situations that such a user is exposed to, and derive the strengths and weaknesses with this form of telepresence. The key contribution of this paper is our experiences and observations of the current problems with remote interaction through wearable computing, and what obstacles must be overcome to make it more seamless. Furthermore, we propose solutions for how these short- comings can be alleviated or resolved, and how that in turn opens up for further research in this area. The organization of the paper is as follows: In section 3.2 we give a thorough introduction of our use of the e-corridor, serving as the basis for many of our observations and experiments. This is followed by section 3.3 in which we introduce our wearable computing research, and discuss how a wearable computer user can partake in the e-corridor. Section 3.4 continues by presenting our experiences of this form of telepresence, focusing on the shortcomings of the interaction, both from a technical as well as a social standpoint. The issues identified are subsequently addressed, followed by an overall evaluation of the system in section 3.5. Finally, section 3.6 concludes the paper together with a discussion of future work.

3.1.1 Related Work

Telepresence using wearable computers has been studied in a number of different settings. Early work by , et al., have explored using wearable computers for personal imaging [45,47], as well as composing images by the natural process of looking around [46]. Mann has also extensively used the “Wearable Wireless ”1 — a wearable computing equipment for publishing images onto the Internet, allowing people to see his current view as captured by the camera. Our work is similar to this in that we use wearable computers to provide telepresence, yet it differentiates itself by instead conveying the experience into an e-meeting session. 1http://wearcam.org/ Experiences of Using Wearable Computers for Ambient Telepresence ... 53

In computer supported cooperative work (CSCW), telepresence by wearable computers has often been used to aid service technicians in a certain task. Examples of this include [73] by Siegel et al. who present an empirical study of aircraft maintenance workers. This paper addresses telepresence that is not as goal-oriented as typical CSCW applications — instead, emphasis is laid on what ways there are to convey the everyday presence of each other, without any specific tasks or goals in mind. Roussel’s work on the Well [70] is a good example of the kind of informal, everyday, communication our research enables. A related example is the research done by Ganapathy et al. on tele-collaboration [21] in both the real and virtual world. This has similarities to our work, yet differs in that we attempt to diminish the importance of the virtual world, focusing more on bringing the audience to the real world conveyed by a remote user. The audience should experience a feeling of “being there”, while the remote user should similarly have a feeling of them “being with him” — but not necessarily becoming immersed in their worlds. In [24], Goldberg et al. present the “Tele-Actor” which can be either a robot or a wearable computer equipped human person at some remote location, allowing the audience to vote on where it should go and what it should do. A more thorough description of the “Tele-Actor” and the voting mechanism in particular can be found in [25]. The function of the “Tele-Actor” is similar to what is enabled by our wearable computing prototypes, but our paper focuses on providing that control through natural human to human interaction, rather than employing a voting mechanism. As a contrast to using a human actor, an advanced surrogate robot for telepresence is presented by Jouppi in [32]. The robot is meant to provide a user with a sense of being at a remote business meeting, as well as give the audience there the feeling of having that person visiting them. The surrogate robot offers a highly immersive experience for the person in control, with advanced abilities to provide high quality video via HDTV or projectors, as well as accurately recreating the remote sound field. Besides our use of a human being rather than a robot, and not focusing on business meetings in particular, we investigate this area from the opposite standpoint: Given today’s technology with e-meeting from the user’s desktop, what kind of telepresence experience can be offered by a human user, and is that experience “good enough”? In [2], a spatial conferencing space is presented where the user is immersed in the wear- able computing world communicating with other participants. Another, highly immersive experience, is presented in [77] where Tang et al. demonstrate a way for two users to share and exchange viewpoints generated and explored using head motions. In contrast, our paper does not strive to immerse the user in the wearable computer, but rather provide the experi- ence of an ambient, non-intrusive, presence of the participants. The motivation for this choice is that we want the participants to experience telepresence, and for that reason the remote user is required to remain focused on the real world — not immersed in a virtual world. In [41], Lyons and Starner investigate the interaction between the user, his wearable com- puter and the external context as perceived by the user, for the purpose of performing usability studies more easily. Our paper reaches similar conclusions in how such a system should be built, but differentiates itself through our focus on telepresence rather than usability studies. 54 Experiences of Using Wearable Computers for Ambient Telepresence ...

In [57], we present our experiences from sharing experience and knowledge through the use of wearable computers. We call this the Knowledgeable User concept, focusing on how information, knowledge and advice can be conveyed from the participants to the user of a wearable computer. In this paper, we instead discuss how this information can be conveyed in the other direction — from the remote side and back to a group of participants. Furthermore, we elaborate on this concept by discussing the current problems in this setup, our solutions to these, and how the end result allows us to achieve a more streamlined experience.

3.2 Everyday Telepresence

In the Media Technology research group, collaborative work applications are used on a daily basis. Not only are regular e-meetings held from the user’s desktop as a complement to physical meetings, but the applications run 24 hours a day in order to provide the group members with a continuous sense of presence of each other at all times. In this section, we will discuss how we use this so called “e-corridor” to provide everyday telepresence. The collaborative work application that we use for the e-corridor is called Marratech Pro, a commercial product from Marratech AB2 based on earlier research [58] in our research group. Marratech Pro runs on an ordinary desktop computer and allows all the traditional ways of multimodal communication through use of video, audio and text. In addition, it provides a shared web browser and a whiteboard serving as a shared workspace, as well as application sharing between participants. Figure 3.1 shows the e-corridor as a typical example of a Marratech Pro session. The members of our research group join a dedicated meeting session, the e-corridor, leaving the Marratech Pro client running in the background throughout the day. By allowing those in the group to see and interact with each other, this provides the members with a sense of presence of each other. Normally, each member works from their regular office at the university, using the client for general discussions and questions that may arise. Even though most members have their offices in the same physical corridor, the client is often preferred as it is less intrusive than a physical meeting. For example, for a general question a person might get responses from multiple members, rather than just a single answer which a physical visit at someone’s office may have yielded. Similarly, each member can decide whether to partake in a discussion or not, based on available time and how much they have to contribute. The ambient presence provided by running the client throughout the day allows members to assess their fellows’ workload, glance who are present or not, and in general provide a feeling of being together as a group. However, providing presence for people who are still physically close to each other is not everything; the true advantage of using the e-corridor becomes more apparent when group members are situated at remote locations. The following examples illustrate how the e-corridor has been used to provide a sense of telepresence for its members.

Working from home. Sometimes, a person needs to work from their home for some reason; maybe their child has caught a cold, or the weather is too bad to warrant a long com- 2http://www.marratech.com/ Experiences of Using Wearable Computers for Ambient Telepresence ... 55

Figure 3.1: A snapshot of a typical Marratech Pro session.

muting distance. In such situations, rather than becoming isolated and only use phone or email to keep in touch with the outside world, the e-corridor is used to get a sense of “being at work” together with their fellow co-workers. Living in other places. In our research group, some members have for a period of time been living in another city or country, and thus been unable to commute to their regular office on a daily, weekly or even monthly basis. For example, one doctorand worked as an exchange student in another country for several months, while another person for over a year lived in a city hundreds of miles away. By using the e-corridor, the feeling of separation became significantly diminished; as testimonied by both the remote person as well as the local members remaining, it was sometimes difficult to realize that they were physically separated at all. Attending conferences. As members of the research group travel to national or international conferences, they have been accustomed to enjoy their fellow co-workers’ company re- gardless of time or place. For example, during long and tedious hours of waiting in the airport, members often join the e-corridor to perform some work, discuss some issue, or simply to chat with people in general. When attending the conference, the remote member can transmit speeches with live video and audio to the e-corridor, allowing people who are interested in the topic to listen, follow the discussion, and even ask questions themselves through that person. If the remote person is holding a presenta- tion, it has often been the case that the entire research group has been able to follow it; encouraging, listening to, and providing support, comments and feedback to the pre- senter. In a sense, this allows the entire research group to “be there” at the conference 56 Experiences of Using Wearable Computers for Ambient Telepresence ...

Figure 3.2: The wearable computer prototype being worn by one of the authors.

itself, and it also allows the remote person to experience a similar feeling of having the group with him.

The seemingly trivial level of presence provided in ways like those described above should not be underestimated; even with simple means, this form of ambient everyday telep- resence can have a strong influence on people and their work. Another testimony of the importance of this form of subtle, ambient, presence can be found e.g. in [61], where Paulos mentions similar awareness techniques for attaining user satisfaction. Subsequently, by enabling a wearable computer user to join the e-corridor, the participants should be able to experience an encompassing form of telepresence. The remote user should similarly be able to feel the participants as “being with him”, but not necessarily becoming immersed in the same way as they are.

3.3 Wearable Computers

In this section our wearable computer prototypes are presented, focusing on the hardware and software used to allow the prototypes to function as a platform for telepresence. Experiences of Using Wearable Computers for Ambient Telepresence ... 57

Figure 3.3: The Marratech Pro client as seen through the user’s head-mounted display.

In terms of hardware, the wearable computer prototypes we build are based entirely on standard consumer components which can be assembled. The reason for favouring this ap- proach, rather than building customized or specialized hardware, is that it allows for easy replication of the prototypes. For example, other researchers or associated companies who wish to deploy a wearable computing solution of their own, can easily build a similar plat- form. The current prototype consists of a backpack containing a Dell Latitude C400 laptop with built-in IEEE 802.11b wireless network support. The laptop is connected to an M2 Personal Viewer head-mounted display, with a web camera mounted on one side providing a view of what the user sees. Interaction with the computer is done through a Twiddler2 hand-held keyboard and mouse, and a headset is provided for audio communication. Figure 3.2 shows the prototype when being worn by one of the authors. This setup allows the user of the wearable computer to interface with a regular Windows XP desktop, permitting easy deployment, testing and studying of applications for mobility. To perform studies on remote interaction and telepresence, the platform needs suitable software — in our case, we have chosen to run the Marratech Pro client. Figure 3.3 shows the user’s view of the application as seen through the head-mounted display. There are both advantages and disadvantages with using an existing e-meeting applica- tion, such as Marratech Pro, for the prototype. The main advantage is that it provides a complete, fully working, product that our research group already uses on a daily basis. This is, naturally, a desirable trait rather than “reinventing the wheel” by developing an application for mobile communication from scratch. It should be noted that as the product is a spin-off 58 Experiences of Using Wearable Computers for Ambient Telepresence ... from previous research, we have access to the source code and can make modifications if needed, adapting it gradually for use in wearable computing scenarios. The second, perhaps most important advantage, is that the client allows us to participate in the e-corridor. This makes studies, observations and experiments on wearable computing telepresence easy to deploy and setup. The disadvantage that we have found lies in the user interface which, albeit suitable for ordinary desktop computing, can become very cumbersome to use in the context of wear- able computing. This observation holds true for most traditional WIMP3 user interfaces, for that matter; as noted e.g. by Rhodes in [67] and Clark in [10], the common user interfaces employed for desktop computing become severely flawed for wearable computing purposes. Although the user interface is not streamlined for being used in wearable computing, it re- mains useable enough to allow a person to walk around while taking part in e-meetings. Furthermore, the problems that emerge actually serve to point out which functions are re- quired for wearable computing telepresence, allowing research effort to go into solving those exact issues. In this way, focus is not aimed at developing the perfect wearable user interface from scratch, as that can risk emphasizing functionality that will perhaps not be frequently used in the end. Rather, in taking a working desktop application, the most critical flaws can be addressed as they appear, all while having a fully functional e-meeting application during the entire research and development cycle.

3.4 Experiences of Telepresence

In this section, the experiences of using a wearable computer for telepresence in the e-corridor will be discussed. The problems that arose during those experiences will be brought forward, together with proposals and evaluations on how those issues can be resolved. The wearable computer prototype has mainly been tested at different fairs and events, providing a telepresence experience for people within our research group as well as to vis- itors and students. The fairs have ranged from small-scale student recruitment happenings, medium-sized demonstrations and presentations for researchers and visitors, and to large- scale research exhibitions for companies and funding partners. The prototype has been used in the local university campus area, as well as in more uncontrolled environments — e.g. in exhibition halls in other cities. In the former case, the necessary wireless network infrastruc- ture have been under our direct control, allowing for a predictive level of service as the user roams the area covered by the network. However, in the latter case, the network behaviour is often more difficult to predict, occasionally restricting how and where the user can walk, and what quality of the network to expect. Both these cases, and especially the latter, serve as valuable examples on the shifting conditions that a wearable computer user will, eventually, be exposed to in a real-world setting. We believe it is hard or impossible to estimate many of these conditions in a lab environment, warranting this kind of studies being made in actual real-life settings. When using a wearable computer for telepresence, unexpected problems frequently arise at the remote user’s side — problems that are at times both counter-intuitive and hard to 3Windows, Icons, Menus, Pointer. Experiences of Using Wearable Computers for Ambient Telepresence ... 59 predict. These need to be resolved in order to provide a seamless experience to the audience, or else the feeling of “being there” risk being spoiled. Below follows the primary issues identified during the course of our studies.

3.4.1 User Interface Problems

As mentioned previously, the common WIMP user interfaces employed on the desktop does not work well in wearable computing. The primary reason for this is that the graphical user interface requires too much attention and too fine-grained level of control, thereby causing interference with the user’s interaction with the real world. What may not be entirely appar- ent, however, is that these problems in turn can have severe social implications for the user, and those in turn interfere and interrupt the experience given to the audience. As an example, the seemingly trivial task for the user to mute incoming audio will be given. This observation was initially made at a large, quite formal fair, arranged by funding partners and companies, but we have experienced it on other occasions as well. In order to mute audio, the collaborative work application offers a small button, easily accessible through the graphical user interface with a click of the mouse. Normally, the remote user received incoming audio in order to hear comments from the audience while walking around at the fair. However, upon being approached by another person, the user quickly wanted to mute this audio so as to be able to focus entirely on that person. It was at this point that several unforeseen difficulties arose. The social conventions when meeting someone typically involves making eye-contact, shaking hands while presenting yourself, and memorizing the other person’s name and affil- iation. The deceptively simple task of muting incoming audio involves looking in the head- mounted display (preventing eye-contact), using the hand-held mouse to move the pointer to the correct button (preventing you to shake hands), trying to mute the incoming audio (currently preventing you to hear what the other person says). These conflicts either made it necessary to ignore the person approaching you until you were ready, or to try to do it all at once which was bound to fail. The third alternative, physically removing the headset from the ear, was often the most pragmatical solution we chose to use in these situations. Although this episode may sound somewhat humorous, which it in fact also was at that time, there are some serious conclusions that must be drawn from experiences like this. If such a simple task as muting audio can be so difficult, there must surely be a number of similar tasks, more or less complex, that can pose similar problems in this kind of setting. Something as trivial as carrying the Twiddler mouse and keyboard in the user’s hand, can effectively prevent a person, or at least make it more inconvenient, to shake hands with someone. As the risk of breaking social conventions like this will affect the experience for everyone involved — the remote user, the person approaching, and the audience taking part — care must be taken to avoid this type of problems. The specific situation above has been encountered in other, more general forms, on several occasions. The wearable computer allows for the remote user to work even while conveying live audio and video back to participants. An example of when this situation occurs is when the remote user attends a lecture. The topic may not be of immediate interest to the remote 60 Experiences of Using Wearable Computers for Ambient Telepresence ... user, thereby allowing her to perform some other work with the wearable computer in the meantime. However, those persons on the other side who are following the lecture may find it interesting, perhaps interesting enough to ask a question through the remote user. In this case, that user may quickly need to bring up the e-meeting application, allowing her to serve as an efficient mediator between the lecturer and the other persons. In our experience, this context switch can be difficult with any kind of interface, as the work tasks need to be hidden and replaced with the e-meeting application in a ready state. The cost in time and effort in doing context switches like this effectively prevents a fully seamless remote interaction. With the goal of providing a seamless and unhindered experience of telepresence, the user interface for the remote user clearly needs to be improved in general. Rather than trying to design the ideal user interface — a grand endeavour that falls outside the scope of this paper — we propose three, easy to implement, solutions to the type of problems related to the user interface of a wearable telepresence system.

• Utilize a “Wizard of Oz” approach [12]. It is not unreasonable to let a a team mem- ber help controlling the user interface of the remote user, especially not since there is already a group of people immersed in the remote world. We have done some prelimi- nary experiments on using VNC [69], allowing a person sitting at his local desktop to assist the user of the wearable computer by having full control of her remote desktop. For example, typing in long URL:s can be difficult if one is not accustomed to typing on a Twiddler keyboard, but through VNC the assistant can type them on a keyboard on demand from the remote user. In a similar experiment, one person followed the remote user around, using a PDA with a VNC client running that allowed him to give assistance. It should be noted that this solution still offers some form of telepresence for the assistant, as that person can still see, via the remote desktop, a similar view as would have been seen otherwise.

• Automatically switch between real and virtual world. Even a trivial solution such as swapping between two different desktops — one suitable for the real world (i.e. the e-meeting application for telepresence), and the other suitable for work in the virtual domain (i.e. any other applications for work or leisure that the remote user may be running) — would make life simpler. By letting the switch be coupled to natural actions performed, e.g. sitting down, standing up, holding or releasing the Twiddler, the user is relieved of the burden of having to actively switch between two applications. The advantage may be small, but it can still be significant for efficiently moving between the real and virtual worlds.

• Reduce the need for having a user interface at all.4 Plain and simple, the less the remote user has to interact with the computer, the more he can focus on conveying the remote location to the audience. The hard part here is to find a proper balance, so that the remote user can still maintain the feeling of having his group present and following him.

4If a user interface is still required for some reason, our research in the Borderland architecture [56] intends to provide ubiquitous access to the tools needed. Experiences of Using Wearable Computers for Ambient Telepresence ... 61

3.4.2 Choice of Media for Communicating

For verbal communication, Marratech Pro offers both audio and text. Either media is im- portant to have access to at certain occasions, as evidenced by our experiences described in [57]. As the wearable computer user is exposed to a number of different scenarios, being able to change between these media is a prerequisite for the communication to remain con- tinuous and free from interruptions. For example, in the case discussed above, the remote participants’ spoken comments interfered with the user’s real world spoken dialogue. Rather than muting audio, a better solution would have been if the participants had instead switched over to sending their comments as text. This is something that is relatively simple to enforce by pure social protocols; as the participants are already immersed in the world that the user presents, they will be able to determine for themselves when it is appropriate to speak or not. However, although users can switch media at their own choice, this is not an ideal solution for seamless communication. For example, it requires participants to consciously care about which media to use, and does not take in account that they in turn may prefer one media over another for some reason. To alleviate the problem of having all participants agree on using the same media, we have developed a prototype group communication system in Java that can arbitrarily convert between voice and text. Running the prototype, a user can choose to send using one media, while the receiver gets it converted to the other media. For example, a wearable computer user can choose to receive everything as text, while the other participants communicate by either spoken or written words. As speech recognition and voice synthesis techniques are well researched areas, the prototype is built using standard consumer products offering such functionality; currently the Speech SDK 5.15 is used. The architecture for the system can be seen in figure 3.4. The system accepts incoming streams of audio or text entering through the network, which are then optionally converted using speech recognition or voice synthesis, before they are presented to the user. Similarly, outgoing streams can be converted before they reach the network and are transmitted to the other participants. In practice, the implementation cannot perform speech recognition at the receiving side, nor voice synthesis at the sending side, due to limitations in the speech SDK currently used. Both of these conversions are, however, fully supported at the opposite sides. The prototype allows the choice of conversions being made to be controlled both locally and remotely. This means that participants can choose by what media communication from the remote user should be conveyed. For example, the remote user may lack any means for entering text, forcing her to rely solely on sending and receiving audio for communication. The participants, on the other hand, may prefer to communicate via text only. E.g. for a person attending a formal meeting, the only way to communicate with the outside world may be sending and receiving text through a laptop. The person in the meeting may therefore request the remote prototype to convert all outgoing communication to text. Similarly, the remote user has his prototype synthesizing incoming text into voice. In this way, a group of people can communicate with each other, with each person doing it through their preferred media.

5http://www.microsoft.com/speech/ 62 Experiences of Using Wearable Computers for Ambient Telepresence ...

Voice Text

Speech Recognition (SR)

Voice Synthesizer (TTS)

Voice Text

Figure 3.4: Architecture of the voice/text converter prototype, enabling communication across different media.

The prototype runs under Windows XP serving as a proof of concept. Initial experiments have been performed using it for communication across different media. In the experiment, three persons held a discussion with each other, with each person using a certain media or changing between them arbitrarily. The results of these experiments indicate that this is a viable way of enabling seamless communication. Naturally, there are still flaws in the speech recognition, and background noise may cause interference with the speaker’s voice. Nevertheless, as further progress is made in research on speech recognition, we consider a system like this will be able to provide a more streamlined experience of telepresence.

3.5 Evaluation

In this section we will give an overall evaluation of our wearable system for telepresence. Emphasis will be placed on evaluating its overall usability and the different means for how an end-user can experience and interact with the remote world.

3.5.1 Time for Setup and Use

The time to setup the system for delivering an experience depends on how quickly partici- pants and wearable computer users can get ready. The strength of our approach of utilizing Marratech Pro and the e-corridor, is that the software is used throughout the day by all par- ticipants. This means that in all experiments we have performed, we have never had any requirements for persons to e.g. move to a dedicated meeting room, start any specific appli- cation, or to dedicate a certain timeslot to follow the experience. For them, the telepresence becomes an ambient experience that can be enjoyed as much or as little as desired, all from the comfort of their own desktop. Experiences of Using Wearable Computers for Ambient Telepresence ... 63

As for the user equipped with a wearable computer, the setup time is often much longer due to the reasons listed below.

• The backpack, head-mounted display, headset and Twiddler are surprisingly cumber- some to put on and remove. Even though everything is relatively unobtrusive once fully worn, the time to actually prepare it is too long; for example, the head-mounted dis- play needs to be arranged properly on the user’s head, and cables become intertwined more often than not. All this makes the wearable computer less used in situations that warrant its use within short notice. • The batteries for the laptop and the head-mounted display needs to be charged and ready for use. As this can not always be done with just a few hours worth of notice, this effectively prevents rapid deployment of the wearable computer to capture a certain event. • The time for the laptop to start, together with gaining a network connection and launch- ing the e-meeting application, is about 5 minutes in total — this is too long to be ac- ceptable.

These are relatively minor problems, yet in resolving these the wearable computer can become more easily used for telepresence experiences than it is today. We consider this to be a prerequisite before it will be commonly accepted outside of the research area as a viable tool for telepresence. Therefore, in order to overcome these limitations, the next generation wearable system we design shall exhibit the properties listed below.

• By using a vest instead of a backpack containing the wearable computer, the head- mounted display, headset and Twiddler can be contained in pockets. This way, they remain hidden until the vest is fully worn and the user can produce them more easily. • By using an ordinary coat hanger for the vest, a “docking station” can easily be con- structed that allows battery connectors to be easily plugged in for recharging. This also makes using the vest-based wearable computer more natural, and thus also more easily used and accepted by the general public. • By having the wearable computer always on or in a hibernated state when not worn and used, it allows easy restoration of the e-meeting so that anyone can wear and operate it within short notice.

These properties will serve to make the wearable computer easier to wear and use, thereby making it possible for anyone to wear it in order to deliver an experience of telepresence.

3.5.2 Different Levels of Immersion

The e-corridor normally delivers a live stream of information (e.g. video, audio, chat, etc.) which the participants can choose to immerse themselves in. Typically, this is also the most common way of utilizing e-meeting applications like this. However, previous research in 64 Experiences of Using Wearable Computers for Ambient Telepresence ...

Figure 3.5: A screenshot of the Marratech Pro web interface, allowing access to e-meetings via web browsers. our group has added other ways of being part of an e-meeting; the first is a web interface [60], while the second is a history tool [59]. This gives us three distinct levels for how the telepresence can be experienced. Marratech Pro. Using the e-meeting application, a live stream of video and audio al- lows the participants to get a first-hand experience of the event. The participants can deliver comments and instructions for the remote user, giving them a feeling of “being there” and al- lowing some degree of control of that user. Similarly, the remote user can deliver annotations and comments from the event, increasing the participants’ experience further. What they say, do, and desire all have an immediate effect on the whole group, making the immersion very encompassing. Web interface. Occasionally, persons are in locations where the network traffic to the e-meeting application is blocked by firewalls, or where the network is too weak to deliver live audio and video streams. To deal with such occasions, research was done on a web interface [60] that provides a snapshot of the current video, together with the full history of the text-based chat. The web interface can be seen as a screenshot in figure 3.5. Accessing this interface through the web, participants can get a sense for what is currently going on at the moment. Although they are not able to get a live, streaming, experience, the web interface has proven to work good enough to allow participants to control and follow the wearable computer user around. For example, at one occasion, a person used to doing demonstrations of the wearable computer was attending an international conference, the same day as a large exhibition was to take place at his university back home. As he was away, another person had to take on Experiences of Using Wearable Computers for Ambient Telepresence ... 65

Figure 3.6: A screenshot of the Marratech Pro history tool, archiving events of interest.

his role of performing the demonstration. Due to problems in the network prohibiting the regular e-meeting client to run properly, the web interface was the only possible way of joining the e-corridor. Nevertheless, this allowed him to follow that remote user during the demonstration — offering advice and guidance, and even being able to talk (through the remote user) to persons he could identify in the video snapshots. For this person, the web interface allowed him to “be” at the demonstration, while he in fact was in another country, and another time zone for that matter, waiting for the conference presentations to commence. This example serves to illustrate that very small means seem to be necessary to perform effective telepresence, and also how a user can seamlessly switch between different levels of immersion and still have a fruitful experience. History tool. The history tool [59] is a research prototype that captures and archives events from an e-meeting session. A screenshot of the tool can be found in figure 3.6. The tool allows people to search for comments or video events, as well as browse it in chronological order to basically see what has happened during the last hours, days or weeks (e.g to see whether a meeting has taken place or not). Snapshots of the video for a particular user are recorded whenever a user enters a chat message, together with the text message itself and the time when it was written. Using motion detection techniques, snapshots are also taken whenever something happens in the video stream. E.g. when a person enters or leaves their office, video frames from a few seconds before and after the triggering event will be recorded, thus being able to see whether that person is actually entering or leaving the room. Naturally, this is mainly suitable and used for clients equipped with a stationary camera, because a head- mounted camera tends to move around a lot causing most video to be recorded. Furthermore, events related to a single person can be filtered out in order to follow that particular person during the course of a day, for example. 66 Experiences of Using Wearable Computers for Ambient Telepresence ...

In terms of telepresence, the tool is, as the name suggests, a history tool and as such does not offer any means for interacting with the persons6.However,itservesasavaluable starting point for someone who has missed the beginning of e.g. the coverage of a certain exhibition, and who wants a summary and recap of the course of events so far. This may be done in order to prepare the user for becoming more immersed when following the rest of the coverage live, something which can be more easily done having first received the summary information as a primer. The advantage of using the history tool, rather than letting the user a complete recording of the events so far, is that the tool often tends to manage capturing the events that are of key interest. For example, as something is seen by or through the wearable computer user, the amount of chat and conversations often rise, thereby capturing a large amount of video as well as audio clips around that point in time. In this way, the history tool serves as an efficient summary mechanism that implicitly captures events of interest; the more interest, the more conversations and actions, and the more will be archived and subsequently reviewed. After having gone through the history tool, the user can easily switch to more live coverage via the client or web interface. Thus, the history tool serves to make the transgression from the real world to the immersion in the remote world more seamless.

3.5.3 Appearance and Aesthetics

We have found that the appearance and looks of the wearable computer can dramatically influence the audience’s experience of telepresence. What we mean by this statement is that the user of a wearable computer tends to stand out among a crowd, often drawing a lot of attention causing more people to approach the person out of curiosity — more so than what would have been the case without wearing the computer. Sometimes, people even become intimidated by being confronted with a “living computer” — again, causing people to react in ways they would not normally do. Although the effects are not always negative7,itis important to be aware of the fact that they do exist and that they will, invariably, affect how the remote location is perceived. This becomes even more important to bear in mind considering that the audience may have no idea that this takes place, thereby being given a flawed or at least skewed perception of the remote location. As telepresence should, in our opinion, be able to offer the participants a representation of a remote location that is as true and realistic as possible, measures need to be taken to ensure that the wearable computer will blend in with its user and the surrounding environment. For this reason, our next generation wearable computer will be smaller and designed to hide the technology as much as possible, according to the following criterias.

• A head-mounted display is difficult to hide and, due to its novelty, draws a lot of at- tention. With a smaller display, optionally mounted on a pair of glasses, it will be less noticed and easier to hide. At the same time, it becomes easier to motivate its use when people ask questions — motivating the use of a large, bulky display does not

6For any interaction, either the Marratech Pro client or the web interface can be used. 7On the contrary, wearable computers often generate much attention and numerous socially beneficial interactions with people. Experiences of Using Wearable Computers for Ambient Telepresence ... 67

tend to sound credible to most people we have met. The less focus that is laid on the technology permitting telepresence, the more effective will it be.

• Eye-contact is very important; our experiences have shown that for efficient social interaction, both parties need to see both of each others’ eyes. A semi-transparent head-mounted display allows the remote user to get eye-contact, yet one eye remains obscured from the other person’s viewpoint. In this respect, the choice of a semi- transparent or opaque display has little impact on telepresence — the primary require- ment is that it allows for eye-contact so that the experience delivered is not hindered.

• The camera is very important as it conveys video to the other participants. As discussed in [20], there are benefits and drawbacks with different placements, so a definite answer is hard to give for the case of providing good telepresence. Also, from a socio-technical standpoint, the question is whether the camera should be hidden well enough not to disturb the scene it captures, or if it should remain visible to let people know their actions are being conveyed to other people watching. For the time being, the camera for our wearable computer will remain head-mounted and visible to the spectators, since this allows us to effectively convey the scene with a relatively modest level of disturbance. Referring to the previous discussion regarding eye-contact; in terms of allowing the au- dience to “meet” with a remote person seen through the wearable computer, they must be given the impression of eye-contact with that person. In [9], Chen presents a study of how accurately persons can perceive eye-contact. The results can be interpreted as suggesting the upper part of the head, rather than the areas in the lower part or shoulder areas, as the proper position for a head-mounted camera. Such placement, e.g. on top of the user’s head or at the sides (as it is in our current setup), should provide a feel- ing of eye-contact for the audience, without drawing too much attention from the user. However, a more formal user study is required to validate this hypothesis of proper placement for eye-contact with a wearable camera.

• The Twiddler mouse and keyboard is currently a prerequisite for interacting with the wearable computer, yet as discussed before in section 3.4.1, it also interferes with the user’s interactions in the real world. However, for the sole purpose of providing telep- resence, the only interaction that is actually required on behalf of the remote user is when comments need to be entered as text. This observation means that if the partici- pants can cope without such feedback, it will free the remote user’s hands and allow for a more effective interaction with the remote environment. This, in turn, should make for a better experience that is not interrupted by the technology behind it. Of course, there is still the question whether this benefit outweighs the lack of textual comments, but that is likely to vary depending on the event that is covered. There may also be other types of keyboard which are less likely to cause this kind of problems, although we have only utilized the Twiddler so far in our experiments.

• Using a vest rather than a backpack to hold the computing equipment will enable the user to move around, and especially sit down, much more comfortably. With a back- pack, the user lacks support for his back when sitting or leaning against objects, at 68 Experiences of Using Wearable Computers for Ambient Telepresence ...

the same time the added weight of the batteries and laptop cause fatigue in the area of shoulders and neck. This fatigue tends to reduce the physical movement of the remote user after long hours of covering an event, and this is detrimental for the audience and serves to reduce their motivation for following the event. Also, to allow for an im- mersive telepresence, the remote user should be able to partake in social activities — especially something as simple such as sitting down discussing with someone over a cup of coffee. Using a vest, the weight and computing equipment is distributed over a larger part of the user’s body, thereby making it less obtrusive and permitting more freedom of movement and positions possible.

The above list constitutes our observations of using wearable computers in telepresence. Many of the problems are commonly known in the field of wearable computing, yet their actual implications for telepresence have not been emphasized. Motivated by the need for the experience to be as effective and unbiased as possible, our conclusion is that the appearance and aesthetics of a wearable computer must be taken in consideration when planning to use such a platform for telepresence.

3.5.4 Remote Interactions made Possible

The remote interactions that the system allows is currently limited mainly to unidirectional communication, coming from the persons at the remote side to the local participants who receive it. The people at the remote location currently have no way of seeing the participants, as the remote user is “opaque” in that sense. Participants who wish to speak with remote persons must do so through the user of the wearable computer, who serves as a mediator for the communication. This is further described in [57] where we utilize this opacity in the Knowledgeable User concept, where the remote user effectively becomes a representative for the shared knowledge of the other participants. Except for the option of adding a speaker to the wearable computer, thus allowing participants to speak directly with remote persons, we do not have any plans to allow for bidirectional interaction. Rather, we remain focused on providing an ambient sense of presence to the remote user as well as the participants.

3.5.5 Summary

We will summarize this evaluation of our wearable telepresence system in three statements, serving as advice for those who wish to reproduce and deploy a similar system.

• The time to prepare, setup and use the system will influence how much it will be used in everyday situations, warranting the design of a streamlined system if an investment in such technology is to be made.

• A participant can easily shift between different levels of immersion, and even with relatively unsophisticated means get a good experience and interact with the remote environment. Experiences of Using Wearable Computers for Ambient Telepresence ... 69

• The aesthetical appearance of the wearable computing equipment should not be ne- glected, as this may otherwise influence the people at the remote location for better or for worse.

3.6 Conclusions

We have presented our experiences of using a wearable computer as a platform for telep- resence, conveying the presence of a remote locations to the participants of a continuously running e-meeting session. Experiences in real-life scenarios such as fairs, events and ev- eryday situations, have allowed us to identify shortcomings and subsequently address these to improve the platform. We have evaluated the platform in terms of overall usability, and motivated what is of importance for the audience’s experience to be as seamless as possible. In the introduction, we posed three research questions which we will now summarize our answers to.

• The form of telepresence that can be provided using today’s wearable computing tech- nology can be very encompassing; even with an ordinary e-meeting application at the user’s desktop, a fruitful experience can be delivered. For users who are already accus- tomed to enjoy the everyday presence of their fellow co-workers at their desktops, the step into mobile telepresence is a small one to take in order to extend its reach even further.

• To deliver a seamless experience of telepresence, the remote user must be able to freely interact with his environment, without social or technical obstacles that are not part of what should be conveyed. From a participant’s point of view, having access to multiple interfaces (i.e. live, via the web, or via historical accounts) through which an event can be experienced, can be desirable in order for a seamless experience regardless of place and time.

• To simplify the deployment of wearable telepresence in everyday life, the remote user’s equipment needs to be unobtrusive to handle and less noticeable, in order not to inter- fere with the remote environment. The user interface of the remote user must for this reason be highly efficient, while for participants an ordinary e-meeting application can serve to provide an experience that is good enough.

3.6.1 Future Work

We will redesign our current wearable computer prototype and fully incorporate the solutions suggested in this paper, in order to streamline the user’s interaction with the wearable com- puter and the surrounding environment. The long term goal is to make remote interaction more efficient in general, allowing knowledge to pass back and forth between local and re- mote participants, either directly through the wearable technology itself or through the user of it acting as a mediator. 70 Experiences of Using Wearable Computers for Ambient Telepresence ...

3.7 Acknowledgments

This work was funded by the Centre for Distance-spanning Technology (CDT) under the VITAL Mål-1 project, and by the Centre for Distance-spanning Health care (CDH). Part 4

Methods for Interrupting a Wearable Computer User

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Methods for Interrupting a Wearable Computer User 73

Methods for Interrupting a Wearable Computer User

Mikael Drugge1, Marcus Nilsson1, Urban Liljedahl2, Kåre Synnes1, Peter Parnes1 1Division of Media Technology, 2Division of Computer Science and Networking Department of Computer Science & Electrical Engineering Luleå University of Technology SE–971 87 Luleå, Sweden {mikael.drugge, marcus.nilsson, urban.liljedahl, kare.synnes, peter.parnes}@ltu.se November, 2004

Abstract

A wearable computer equipped with a head-mounted display allows its user to receive no- tifications and advice that is readily visible in her field of view. While needless interruption of the user should be avoided, there are times when the information is of such importance that it must demand the user’s attention. As the user is mobile and likely interacts with the real world when these situations occur, it is important to know in what way the user can be notified without increasing her cognitive workload more than necessary. To investigate ways of presenting information without increasing the cognitive workload of the recipient, an ex- periment was performed testing different approaches. The experiment described in this paper is based on an existing study of interruption of people in human-computer interaction, but our focus is instead on finding out how this applies to wearable computer users engaged in real world tasks.

4.1 Introduction

As time goes by, wearable computers can be made smaller, increasingly powerful and more convenient to carry. When such a computer is network enabled within a pervasive computing environment, its user is able to access a wide range of information while at the same time allowing herself to be notified over the network. Such notification can either be expected like in a conversation, or it can come unexpectedly in which the recipient has no way of anticipat- ing the information — neither its content nor its time of arrival. While interrupting the user needlessly should be avoided in general, this latter kind of notification can be exemplified by emergency situations in which the user must be notified about an issue and resolve it, yet still be able to continue functioning in doing real world tasks. For example, a medical doctor at an emergency site or a fire fighter in a disaster area may need to perform their normal work in the real world, but at the same time they must also be kept informed about the progress of other workers and possibly assist with guidance through a wearable computer. Since both of these tasks are viewed as important by the user, it is vital 74 Methods for Interrupting a Wearable Computer User to assess how the virtual task can be presented for a user while minimizing interference with her real world task. Furthermore, since the wearable computer is meant to act as an assistant for its user in everyday life, (e.g. as exemplified by the remembrance agent [66] and the shopping jacket [63]), it is important to increase the knowledge on how interruption of users should be done. As wearable computers become more common it is important to develop tools to capture data for usability studies [41]. This should be done so that the future design of wearable computers can go from building complex and specialized hardware to developing user interfaces that support the interaction with the user. The research question this brings forward is how to interrupt the user of a wearable com- puter without increasing her cognitive workload more than is absolutely necessary. Consider- ing a wearable computer built out of standard consumer products with basic video and audio capabilities, what ways are there to present information to the user? In what ways can a user be notified that new information exists and needs to be dealt with, and which is the most preferable method for doing so? Our main hypothesis is that the type of notification will have a disparate impact on the user’s workload, and that the performance will be affected differently depending on how the user is allowed to handle the interruptions. The organization of the paper is as follows. Section 4.2 presents the experiment with the tasks and treatments used. Section 4.3 discusses the method used for conducting the experiments, and section 4.4 presents the results. Finally, section 4.5 concludes the paper together with a discussion of future work.

4.1.1 Related Work

In [53], McFarlane presents the first empirical study of all four known approaches to the problem of how to coordinate user interruption in human-computer interaction and multiple tasks. His study is done with respect on how to interrupt the user within the context of doing computer work without increasing that person’s cognitive workload. A more detailed description of this study is given in [52]. The study presented in our paper repeats the experiment done in [53], but focuses instead on the interruption of a wearable computer user involved in real world tasks. We are thus able to compare the results from both studies to see whether they differ and how the user is affected by performing the tasks in a wearable computing scenario. In [30], the use of sensors in order to determine human interruptibility is presented. While this is most certainly useful and would be highly valuable to have in a wearable computer environment, our study instead focuses on when the interruption is of such importance that it cannot be postponed. That is, regardless of how involved the person is in real world tasks, the interruption must still take place even if that would be intrusive and may affect performance negatively. As an example of when this would occur, imagine having two tasks of equal importance, where one task cannot be put on hold for a very long time at the expense of the other. Methods for Interrupting a Wearable Computer User 75

In [11] an experiment is presented where a person asks questions to a user playing a game, thereby interrupting him and forcing him to respond before continuing playing. The study shows what happens if the asker is given clues about the user’s workload, as that should allow him to ask questions at more appropriate times and withhold them during critical periods in the game. In a wearable computer environment, this information could be conveyed by sending live video and audio streams from the wearable computer user to a person at a remote location. However, there are privacy concerns with this approach, and it may also be the case that the interruption is not initiated by a person being able to assess the situation — it may be machine initiated or triggered by events beyond human control. For such occasions, we believe interruption will still occur even during critical periods of time, and thus it is still desirable to know what methods of interruption will disturb the user the least. A related study is Maglio’s study of information [43] where the user’s cog- nitive workload is measured when working on one task while getting unrelated peripheral information. The study does not consider the use of wearable computers but is interesting as the use of peripheral information could be a good way to notify users of such computers. In contrast to our study, the users did not act on the notification given. The study made by Brewster [6] shows that sound is important in single tasks when the visual capabilities of the device are restricted. Our study also investigates the effect of sound but in a scenario with dual tasks.

4.2 Experiment

The experiment addresses how different methods of interrupting the user of a wearable com- puter will affect that person’s cognitive workload. The interruption in this case originates from the wearable computer and calls for the user to interact and then carry on with the real world task as before. In order to measure the user’s performance in both types of tasks, these must be represented in an experimental model. This section describes the general idea of each task and how they are combined in the experiment, the setup is based on that used in [53].

4.2.1 Real World Task

The experiment has a real world task represented as a trivial yet challenging computer game1 which the user plays on a laptop computer. The objective of the game is to bounce jumping diplomats on a stretcher three times so that each diplomat lands safely in a truck. A screenshot from the game can be seen in figure 4.1. For simplicity, each diplomat jumps and bounces in an identical trajectory so that the stretcher needs only be placed in any of three fixed positions. If the user misses a diplomat that person is lost and cannot be saved. The number of saved and lost diplomats is recorded during the game in order to get about user performance. The total number of jumping diplomats in a game is held constant, and they appear ran- domly throughout the game. As the time for each game is kept constant as well, this random-

1Original code by Dr. Daniel C. McFarlane. 76 Methods for Interrupting a Wearable Computer User

Figure 4.1: The bouncing diplomats game. ness means that at times there may be few or no diplomats while at other times there may be several of them that need to be saved. Thus, the user gets a varied task that requires attention and is difficult to perform automatically.

4.2.2 Interruption Task

The interruption task consists of a matching task2 shown in the user’s semi-transparent head- mounted display. When the task appears, the user is presented with three objects of varied colour and shape as shown in the example screenshot in figure 4.2. The top object is used as reference and the user is informed by a text in the middle of the screen to match this object with one of the two objects at the base. The matching can be either by colour or by shape, and only a single object will match the reference object. As the colour and shape is determined at random, the user should not be able to learn any specific pattern or order in which they will appear. No feedback is given to the user after selecting an object regardless of whether the matching is correct or wrong, in order to avoid additional stress and distraction for the user.

4.2.3 Combining the Tasks

While the user is playing the bouncing diplomats game, he will be interrupted by matching tasks appearing at random intervals. The tasks are either presented without user intervention

2Original code by Dr. Daniel C. McFarlane. Methods for Interrupting a Wearable Computer User 77

Figure 4.2: The matching task. or announced by use of visual or audible notification. For the announced tasks, the user negotiates and decides when to present them. When a task is shown, the user may choose to respond to it by selecting an object or ignore it while continuing with the game. If the task is not handled fast enough, new matching tasks will be added to a queue (hidden from the user) which must eventually be taken care of. To prevent the user from deliberately ignoring the interruption task throughout the entire game, the user is informed in advance that both tasks are of equal importance from an exper- imental standpoint. Although personal opinions about the importance of tasks may differ — e.g. saving the jumping diplomats may be perceived as being more important than matching objects — pilot testing did not reveal any such bias in our case.

4.2.4 Treatments

In order to investigate the different methods of interrupting the user, five different treatments were used where each of them tests a certain aspect of the interruption.

1. Game only Control case where only the bouncing diplomats game is played for a given period of time. The user will never be interrupted in this treatment.

2. Match only Control case where only the matching task appears at random during a given period of time, the length of it identical to that for Game only. The user will not be presented with the bouncing diplomats game during this time. 78 Methods for Interrupting a Wearable Computer User

3. Negotiated visual User plays the bouncing diplomats game. Matching tasks are announced visually by flashing a blank matching task for 150 ms in the head-mounted display. The user can choose when to present and respond to it, and also to hide it again e.g. in case of a sudden increase in workload in the game.

4. Negotiated audible Identical to Negotiated visual but the matching tasks are announced audibly by playing a bell-like sound for about half a second each time a new matching task is added.

5. Scheduled User plays the bouncing diplomats game. Matching tasks are accumulated over a period of time and the entire queue is presented at regular intervals. The user can not negotiate when the matching tasks are presented, and neither can they be hidden once they have appeared. The only way for the user not to have the tasks presented is to respond to every task in the queue, after that there will be no interruption until the next interval round.

It should be noted that in [53], six different treatments were used; in addition to the two control cases (Game only and Match only)andtheScheduled treatment were Immediate, Negotiated and Mediated. Due to the nature of what this study tests those treatments were abandoned or modified because of the following reasons:

• Immediate presents the matching task immediately when it appears, forcing the user to respond to it as the game is replaced with the matching task. However, as the user is involved in real world tasks there is no such enforcement as he can simply choose to ignore the matching task while continuing in the real world. Thus, the treatment is reduced to a variant of Negotiated, and therefore it was abandoned.

• Negotiated was extended so that an audible announcement was added in addition to the visual announcement, thus splitting up the treatment in the two separate treatments Negotiated visual and Negotiated audible. These treatments are identical to the original Negotiated treatment, with the exception that the game is still playable even when a matching task is present. Since some wearable computers can only notify the user through audio [71], it is important to see if there exists a difference between audio and visual notifications when considering the user’s cognitive workload.

• Mediated measured the workload based on the number of diplomats currently being bounced. For real world tasks the workload may depend on numerous factors which can be difficult to take into account outside of a lab environment, so a better approach is then to monitor the user’s response to the workload. Since a wearable computer is used, biometric data (e.g. heart and eye blink rate) can be retrieved to derive the user’s focus and stress level. However, this is in itself a complex study outside the scope of this paper, and therefore the treatment was abandoned.

The two control cases, Game only and Match only, provide a baseline for the performance of the user. For the remaining treatments, Negotiated visual, Negotiated audio and Scheduled, they will all interrupt the user and may thereby affect the performance. Methods for Interrupting a Wearable Computer User 79

4.3 User Study

A total number of 20 subjects were recruited among students and a larger testbed called “Testbed Botnia” (http://www.testplats.com) where the user study was announced together with a set of questions. Individuals wishing to partake in the study responded to the questions to express their interest. Based on their answers, a heterogeneous group of 16 males and 4 females aged between 12 and 39 years were selected for participation. As members of the testbed the participants receive points for each study they partake in and can later exchange those points for merchandise. Due to the test session’s length of 90 minutes, they were also given a cinema ticket as compensation for their participation in the study. They were also informed they would receive this ticket unconditionally even if not completing the full study for some reason. Upon arrival, each subject was informed by a test leader about the purpose of the study and how it would be performed. Each treatment was described in general terms, much like the description in section 4.2.4, but the exact number of diplomats or matching tasks was not disclosed. The instructions for a specific treatment were also repeated in the pause preceding each of them. Pilot studies indicated this repetition was useful as it served to remind the subject of what to expect before proceeding. It also seemed to help in making the atmosphere in the lab environment less strict and not as tense, thereby making the subjects feel more comfortable and willing to comment on the experiment. Before the test, the subject was asked to fill in a questionnaire with general questions about their computer skill and ability to work under stress. Demographic questions about their age, gender, education and whether they were color blind were also given; the latter being relevant since the matching task depends on being able to match corresponding colours. Two colour blind subjects participated in the study, but they had no problems differentiating between the colours used in the matching task. Just before the experiment was started the subject put on the head-mounted display. As the display is rather sensitive to the viewing angle, a sample image was shown in the display to help the subject align it properly. The same image was also shown in each pause in the test session so as to give the subject a chance to adjust it further if needed. After the test, the subject filled in another questionnaire with questions about the test, e.g. how they had experienced the treatments and their rating of them in order of preference. They were also given highly subjective questions, such as which treatment (excluding the control cases) was the least complex one to perform, even though the number of matching tasks and jumping diplomats were kept constant in all treatments.

4.3.1 Test Session

The test is a within subjects design with the single factor of different treatments used as independent variable. The participants were randomly divided into 5 groups; in each group, the order in which the treatments were presented differed to avoid bias and learning effects. The order of the treatments in the different groups was chosen to comply with a Latin square distribution. 80 Methods for Interrupting a Wearable Computer User

The test session consists of each round of treatments being done twice; one practice round and one experimental round. During the first round the subject is given a chance to learn about the five treatments — the data from this round is not included in the final results. At the end of the practice round, each subject is sufficiently trained for the experimental round; here the five treatments are done once more but this time the data will be included in the final results.

Session Length. Pilot studies indicated that subject learning had stabilized after about 4.5 minutes, so during the first round each treatment was done only once. Even though learning stabilized early, the subjects were still required to practice each of the five treatments in order to learn them in detail. The total effective length of a treatment is 4.5 minutes, when including the pause the actual length becomes about 5 minutes. The practice round with five treatments thus takes 25 minutes to complete; adding 5 more minutes for questions makes the practice round take about 30 minutes in total. In the experimental round, each treatment is done twice so as to get enough statistically valid data. Each treatment is divided in two with a short pause in between to give the user time to relax and get rid of fatigue. Thus, each treatment takes 2 * 4.5 = 9 minutes to complete, with pauses included the time is about 10 minutes in total. The experimental round will thus take 50 minutes to complete all five treatments. Adding 10 minutes for the subject to be instructed and fill in the questionnaires before and after the test makes the entire session take about 90 minutes to complete.

Number of Diplomats and Matching Tasks. During the practice round a total of 38 jump- ing diplomats and 40 matching tasks were used per treatment. In the experimental round, these numbers were raised to 59 diplomats and 80 matching tasks per treatment. The num- bers were chosen to be the same as in [53] to allow for direct comparisons between the studies. None of the subjects expressed any negative opinion about this increase; on the contrary it seemed the added difficulty served as extra motivation.

4.3.2 Apparatus

The apparatus used in the experiment consists of a Dell Latitude C400 laptop with a 12.1” screen, Pentium III 1.2 GHz processor and 1 GB of main memory. Connected to the laptop is a semi-transparent head-mounted display by TekGear called the M2 Personal Viewer providing the user with a monocular full colour view in 800x600 resolution. In effect, this head-mounted display gives the appearance of a 14” screen floating about a meter in front of the user’s eye. As the display is semi-transparent the user can normally look right through it without problems, but when the interruption task is presented the view with that eye is more or less obscured. The bouncing diplomats game is shown on the laptop’s 12.1” screen in 800x600 resolu- tion, while the matching task is shown in the head-mounted display in 800x600 resolution. The actual screen space taken up by the game and matching task is 640x480 pixels, the rest of the area is coloured black. Methods for Interrupting a Wearable Computer User 81

User input is received through an external keyboard connected to the laptop. In the game, the user moves the stretcher left and right by pressing the left and right arrow keys, respec- tively. The matching task is controlled by pressing the “Delete” key to select the left object, and “Page Down” to select the right object. In the Negotiated treatments, pressing the up arrow presents a matching task under condition the queue is not empty, while pressing the down arrow hides any matching task currently presented. As shown in figure 4.3, the natural mapping of keys as they appear on an ordinary keyboard should make control fairly intuitive for the user.

Left Right object object

Show Move Hide Move left right

Figure 4.3: Keys for controlling the tasks.

The laptop was elevated 20 cm over the table so that the subject when sitting down faces it approximately straight ahead. By elevating the laptop the head-mounted display was also more naturally aligned so that the laptop’s screen would be covered, this was done inten- tionally in order to try and force the user to look through the head-mounted display at all time. Although an option is to let the head-mounted display be positioned below or above the user’s normal gaze, the enforcement of looking through it was chosen because such situations are assumed to occur in real life with this kind of display. Our pilot studies also indicated the chair and external keyboard allowed the subject to sit comfortably and control the tasks without strain. Figure 4.4 shows the complete setup.

Figure 4.4: User study setup. 82 Methods for Interrupting a Wearable Computer User

4.4 Results

The measurements chosen were the same as in [53], in order to allow for an easy comparison between the two sets of results. The graphs in figure 4.5 show the average value, together with one standard error, of the measurements below.

Diplomats saved. Number of jumping diplomats saved.

Matched wrong. Number of matchings answered wrong.

Percent done wrong. Percentage of matching tasks done answered wrong.

Matches not done. Number of matching tasks not answered before treatment ended.

Average match age. Length between onset of matching task until it was responded to.

The original study also measured the number of times the subject changed between game and matching task. However, as the user in our study can switch mentally between tasks without using the keyboard, this measurement is not valid unless other equipment (e.g. gaze tracking) is used.

(c) Percent done wrong. (a) Diplomats saved. (b) Matched wrong.

(d) Matches not done. (e) Average match age.

Figure 4.5: Average measurements. Methods for Interrupting a Wearable Computer User 83

When doing measurements on the same variables and the same subject under different conditions it is important to accomodate for this in the analysis. A repeated measures ANOVA was therefore used on the data to see if any significant differences were present between the treatments. The results of these tests can be seen in table 4.1, indicating that the means for the measurements are not all equal.

Table 4.1: Repeated measures ANOVA.

Measurement P-value Diplomats saved <0.0001 Matched wrong 0.0022 Percent done wrong 0.0014 Matches not done 0.0003 Average match age <0.0001

4.4.1 Comparison with Base Cases

When performing a post-hoc statistical paired samples t-test comparing the two base case treatments, Game only and Match only, with the remaining three treatments, a number of significant differences were shown to exist. This asserts the assumption that interrupting the user will have a detrimental effect on that person’s performance. In table 4.2, a summary of these comparisons is shown, indicating whether there is a significant difference between the base cases and treatments. To accomodate for multiple comparisons, a Bonferroni adjusted alpha value of 0.008 (0.05/6) is used when testing for significance.

Table 4.2: T-tests of base cases vs. treatments.

Measurement Base Vis. Aud. Sched. case Diplomats saved Game <0.0001 0.0013 0.0012 Matched wrong Match 0.0021 0.0014 0.0671 Percent done wrong Match 0.0011 0.0013 0.0406 Matches not done Match 0.1408 0.4189 0.0072 Average match age Match 0.0074 0.0020 <0.0001

The only measurements which were not significantly different from the base case was “Matches not done” for the two Negotiated treatments, and “Matched wrong” together with “Percent matched wrong” for the Scheduled treatment. The reason for the former is that the subjects often completed roughly the same number of matching tasks as in the base case treatment. This suggests that allowing subjects to negotiate when to present the matching task does not cause it to be omitted more than what would have been the case had the match- ing task been the only task present. The latter indicates that in Scheduled, the subject can better concentrate on the matching tasks. The significant difference for “Matches not done” compared to the Scheduled treatment is most likely caused by matching tasks being queued but not presented before the treatment is over. 84 Methods for Interrupting a Wearable Computer User

4.4.2 Pairwise Comparison of Treatments

The three treatments Negotiated visual, Negotiated audible and Scheduled were compared to each other using a paired samples t-test. Table 4.3 shows a summary of this indicating whether a significant difference exists between each pair of treatments. A Bonferroni cor- rected alpha value of 0.008 is used when testing for significance.

Table 4.3: Pairwise t-tests of treatments.

Measurement Vis. / Aud. / Sched. / Aud. Sched. Vis. Diplomats saved 0.2152 0.4131 0.1952 Matched wrong 0.1256 0.2315 0.0286 Percent done wrong 0.0959 0.3575 0.0464 Matches not done 0.0471 0.0002 <0.0001 Average match age 0.1258 <0.0001 <0.0001

As shown in table 4.3, there were no significant differences in terms of diplomats saved or matching tasks done answered wrong. This means that our test was not sensitive enough to uncover any differences, if such exists, between the treatments for these measurements. How- ever, the “Average match age” measurement is significantly different between the Scheduled and the two Negotiated treatments. For the two Negotiated treatments, the difference is not significant enough (p = 0.1258). Nevertheless, the performance of certain subjects together with their comments indicate that there may still be an underlying difference that was not fully uncovered by our study. When relating to what is shown in the graph in figure 4.5(e); the average age of a matching task is less for Negotiated audible than for Negotiated visual. Thus, the use of sound may be a stronger reminder that there are matching tasks to per- form, compared to using a visual signal. Furthermore, the graph in figure 4.5(d) shows that the number of tasks not done is also less for Negotiated audible than for Negotiated visual. While it is not marked as significant in the table (p = 0.0471), it still suggests that a difference may exist. This strengthens the indication that sound can have a higher impact on subjects when it comes to reminding them to perform the matching tasks. As an audible announcement seems to be stronger than a visual one, it is of interest to know how this affects the number of diplomats saved. Referring to the graph in figure 4.5(a), there is a minor advantage of audio over visual with nearly one more diplomat saved in Negotiated audible, but this difference is not significant enough (p = 0.2152) to draw any conclusions from. Also, referring to the graphs in figures 4.5(b) and 4.5(c) shows an advantage of audio over visual when it comes to reducing the number and percentage of matching tasks answered wrong, but these are also not significant enough (p = 0.1256, p = 0.0959). Further studies are needed to see whether the advantage of audible over visual announcements have a positive effect also for these. The Scheduled treatment left significantly more matching tasks undone at the end of a treatment compared to the negotiated treatments. The reason is that when tasks are presented just before the end of the treatment, a large number of them may be in the queue and are not answered before the time runs out. The other measurements were, however, better in Sched- uled than in the negotiated treatments. This suggests that our decision to skip the Immediate Methods for Interrupting a Wearable Computer User 85 condition was erroneous, and that it is likely to have exhibited the benefits of Scheduled without the drawback of high average age.

4.4.3 Comparison with Original Study

In general, the subjects’ in our study scored better results than in in the original study [53]. This is most likely caused by the different setting in which our study was done; as the two tasks could run simultaneously without the matching task blocking input for the game, the user could quickly switch mentally back and forth between them. The user could answer the matching tasks while still seeing the game in the background, and could thus more easily detect when the game task needed attention. The number of diplomats saved was around 10% higher for Game only, and one third higher for our two Negotiated treatments. This did not, however, affect the matching task negatively; the number of tasks answered wrong was around 45–55% less, suggesting our setup was less prone to leave subjects making wrong decisions. The number of tasks not done was 40–72% less for both negotiated treatments in our study, while in Scheduled it was 56% higher. Likely the subjects in the original study were more cautious to switch to the matching task, while in Scheduled they had to finish answering them before proceeding with the game. In our study they could switch freely between the dual tasks, explaining this difference. Our average match age was 2 seconds higher for Match only, 5 seconds higher for Negotiated visual, yet only 1 second higher for Negotiated audible.ForScheduled, the average age was 26 seconds higher since the subjects could still play the game while the queue of tasks was present. Audio notification was not used in the original study, but appeared to give a slightly better result than for visual, suggesting that the type of notification can be significant.

4.4.4 Subjective Comments

In addition to the quantitative data presented in the previous sections, there is also some qual- itative data of interest. This data was given either by word of mouth or as written comments in the questionnaires the subjects filled in. Three subjects reported that the use of sound in Negotiated audible lost its meaning when it was played at the same time as a diplomat was bounced. The sound was merely interpreted as a “bouncing sound” and not as an indication that there was a new matching task to perform, even though participants were fully aware of the actual meaning of the sound. This suggests that for certain tasks, care must be taken not to let the sound coincide and relate to the task — especially if the two tasks are meant to be disjoint. Two subjects reported that hearing a sound was more difficult to relate to in a temporal sense compared to seeing a visual flash. At times the subjects made an attempt to show the matching tasks, only to realize that no new tasks had been added. Apparently the chronolog- ical order of when a sound is played can be more difficult to determine compared to when a visual flash is shown, at least when the task to be informed about is also done in the visual domain. Whether the same situation would occur for a task in the audible domain remains an open question. 86 Methods for Interrupting a Wearable Computer User

4.5 Conclusions

We have presented a study investigating the interruption of a wearable computer user, some of the methods to achieve this and what effects they will have on the user. The results indi- cate that the scheduled treatment gave the best results, with the drawback of a considerably higher average age before tasks were answered. The negotiated treatments, where the user could decide when to handle the interruptions, were more useful when considering the overall performance of the user; they had a much shorter average task age with only slightly worse performance compared to the scheduled treatment. It was suggested that an audible notifi- cation increased the performance of the matching tasks, while at the same time not affecting the game task negatively compared to the visual treatment. However, a more detailed study is required to assert the significance of this observation. All in all, this indicates that both hypotheses posed in the introduction are true; a user’s performance is affected by how in- terruptions are allowed to be handled, and the type of notification used will have a further impact.

4.5.1 Future Work

As the user has no direct feedback about the number of interruption tasks currently in the queue, it may be interesting to investigate how such feedback would affect the results. Would the user appreciate seeing this number to plan ahead or would it merely have a detrimental effect? In the experimental setup, the subjects were enforced to look through the head-mounted display. An alternative is to have the display placed to either side, above or below the subject’s normal gaze. By not obscuring the game it should be easier to selectively focus on either task, but on the other hand that may make one task easier to ignore.

4.6 Acknowledgments

This work was funded by the Centre for Distance-spanning Technology (CDT) under the VINNOVA RadioSphere and VITAL Mål-1 project, and by the Centre for Distance-spanning Health care (CDH). Original code by Dr. Daniel C. McFarlane ([email protected]), devel- oped at the Naval Research Laboratory’s Navy Center for Applied Research in Artificial In- telligence (http://www.aic.nrl.navy.mil), Washington DC under sponsorship from Dr. James Ballas ([email protected]). We thank Dr. McFarlane for providing us with the source code for the game and matching task and giving us permission to modify them for our study. We thank Dr. David Carr as well as the anonymous reviewers for insightful comments and advice given. The authors finally wish to thank all the volunteers who participated in our study. Part 5

Using the "HotWire" to Study Interruptions in Wearable Computing Primary Tasks

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Using the "HotWire" to Study Interruptions in Wearable Computing Primary Tasks 89

Using the “HotWire” to Study Interruptions in Wearable Computing Primary Tasks

Mikael Drugge1, Hendrik Witt2, Peter Parnes1, Kåre Synnes1 1 Media Technology, Luleå University of Technology, SE-97187 Luleå, Sweden 2 TZI, Wearable Computing Lab., University of Bremen, D-28359 Bremen, Germany [email protected], [email protected], [email protected], [email protected] October, 2006

Abstract

As users of wearable computers are often involved in real-world tasks of critical nature, the management and handling of interruptions is crucial for efficient interaction and task per- formance. We present a study about the impact that different methods for interruption have on those users, to determine how interruptions should be handled. The study is performed using an apparatus called “HotWire” for simulating primary tasks in a laboratory experi- ment, while retaining the properties of wearable computers being used in mobile, physical, and practical tasks.

5.1 Introduction

In stationary computing users concentrate mainly on one task to be performed with the com- puter. Wearable computing, however, typically expects users to accomplish two different tasks. A primary task involves real world physical actions, while the secondary task is often dedicated to interacting with a wearable computer. As these two tasks often interfere, study- ing interruption aspects in wearable computing is of major interest in order to build wearable user interfaces that support users during work with minimized cognitive load.

5.1.1 Motivation

Limitations of human attention have been widely studied over decades by psychological sci- ence. What we commonly understand as attention consists of several different but interrelated abilities [40]. In wearable computing we are particularly interested in divided attention, i.e. the ability of humans to allocate attention to different simultaneously occurring tasks. It is already known that divided attention is affected by different factors such as task similarity, task difference, and practice [18]. The question of when to interrupt a user can be decided by estimating human interruptability [33], while the question of how depends on the methods used. Although studying divided attention has already provided detailed findings, applying 90 Using the "HotWire" to Study Interruptions in Wearable Computing Primary Tasks and validating them for wearable computing is still a challenging issue. Once approved, they can be used in wearable user interface design to adapt the interface to the wearer’s environ- ment and task. Furthermore, being able to measure such attention enables the specification of heuristics that can help to design the interface towards maximal performance and minimal investment in attention [75]. Here, however, a major problem is the simulation of typical real world primary tasks under laboratory conditions. Such simulation is needed to analyze coherence between attention on a primary task and user performance in different interaction styles. In this paper we present a study of different ways to interrupt a user performing a physical task. We will investigate the correlations between cognitive engagement, interruption type, and overall performance of the users.

5.1.2 Outline

The remainder of the paper is structured as follows: Section 5.2 reviews related work to the presented interruption study. Then, in section 5.3 we describe the experiment conducted including the different interruption methods tested. Section 5.4 explains the user study itself and the apparatus used for primary task simulation. The results are discussed in section 5.5, while the apparatus itself is evaluated in 5.6. Finally, section 5.7 concludes the paper.

5.2 Related Work

In [53], McFarlane presents the first empirical study of all four known approaches to coor- dinate user interruption in human-computer interaction with multiple tasks. The study con- cerns how to interrupt users within the context of doing computer work without increasing their cognitive load. The method applied in the laboratory experiments was based on a sim- ple computer game that requires constant user attention, while being randomly interrupted by a color and shape matching task. As a continuation of McFarlane’s original interruption study for the scope of wearable computing, in [15] a head-mounted display (HMD) was used to display the matching tasks. It was found that the scheduled approach gave the best per- formance, while using notifications came second although with shorter response time. As wearable computers are closely connected to the user, performance is not the only factor to be considered — the user’s preferences on interruption also need to be taken into account. In [55] it was found that audio notification appeared to give slightly better performance al- though users considered it more stressful, compared to visual signals that on the other hand were more distracting for the primary task. Although the mentioned work was able to relate human-computer interaction findings to wearable computing, the conducted laboratory ex- periments only use virtual primary tasks in form of computer games. This does not entirely encompass the properties of wearable computers being used in mobile and physical tasks, indicating that a follow-up study is needed to complement the earlier studies. Using the "HotWire" to Study Interruptions in Wearable Computing Primary Tasks 91

Figure 5.1: The HotWire apparatus used.

5.3 Experiment

The experiment addresses how different methods of interrupting the user of a wearable com- puter affects that person’s cognitive workload. The scenario involves the user performing a primary task in the real world, while interruptions originate from the wearable computer and call for the user to handle them. By observing the user’s performance in the primary task and in the interruption task, conclusions can be drawn on what methods for handling inter- ruptions are appropriate to use. In order to measure the user’s performance in both types of tasks, these must be represented in an experimental model. This section describes each task and how they are combined in the experiment.

5.3.1 Primary Task

The primary task needs to be one that represents the typical scenarios in which wearable computers are being used. Primary tasks in wearable computing are often physical tasks, i.e. tasks that require users to work with their hands on real world objects while being mobile (e.g. assembly or inspection tasks). For the purpose of our study, the task has to be easy to learn by novice users to reduce errors in the experiment caused by misunderstandings or lack of proficiency. The time to make the user proficient and fully trained should also be short enough to make a practice period just before the actual experiment sufficient, so that the user’s performance will then remain on the same level throughout the experiment. To simulate such a task in a controlled laboratory environment, we decided to use the “HotWire” experimental setup [83]. 92 Using the "HotWire" to Study Interruptions in Wearable Computing Primary Tasks

Figure 5.2: Matching task presented in HMD.

The HotWire apparatus was developed for simulating primary tasks that satisfy the re- quirements discussed above. It is based on a children’s game commonly known as “The Hot Wire”. It consists of a metallic wire bent in different shapes that is mounted on both ends to a base plate, plus a special tool with a grip and a metallic ring. The idea of the game is that a person has to pass the ring from one end of the wire to the other end without touching the wire itself. If the wire is touched with the ring while being on the track an acoustic feedback indicates an error. For our apparatus, shown in figure 5.1, we constructed the bent metallic wire out of differently shaped smaller segments each connected via windings to another seg- ment. This allows the difficulty or characteristic of the primary task to be varied by replacing or changing the sequence of connected segments.

5.3.2 Interruption Task

The secondary task consists of matching tasks presented in the user’s HMD. An example of this is shown in figure 5.2. Three figures are shown of random shapes and colors, and the user must match the figure on top with either the left or the right figure at the bottom of the display. A text instructs the user to match either by color or by shape, making the task always require some mental effort to answer correctly. There are 3 possible shapes (square, circle, triangle) and 6 colors (red, yellow, cyan, green, blue, purple), allowing for a large number of combinations. Tasks are created at random so that on average a new task appears every five seconds, and if the user is unable to handle them soon enough they will be added to a queue of pending tasks.

5.3.3 Methods for Handling Interruptions

The methods used for managing the interruptions are based on the four approaches described in McFarlane’s taxonomy in [53]. During all of these methods, the user performs the HotWire primary task while being subject to interruption. The methods used are as follows

• Immediate: Matching tasks are created at random and presented for the user in the instant they are created. Using the "HotWire" to Study Interruptions in Wearable Computing Primary Tasks 93

• Negotiated: When a matching task is randomly created, the user is notified by either a visual or audible signal, and can then decide when to present the task and handle it.

• Scheduled: Matching tasks are created at random but presented for the user only at specific time intervals of 25 seconds, typically this causes the matching tasks to queue up and cluster.

• Mediated: The presentation of matching tasks is withheld during times when the user appears to be in a difficult section of the HotWire. The algorithm used is very simple; based on the time when a contact was last made with the wire, there is a time window of 5 seconds during which no matching task will be presented. The idea is that when a lot of errors are made, the user is likely in a difficult section so no interruption should take place until the situation is better.

In addition to these methods, there are also two base cases included serving as reference. These are as follows

• HotWire only: The user performs only the HotWire primary task without any inter- ruptions, allowing for a theoretical best case performance of this task.

• Match only: The user performs only the matching tasks for 90 seconds, approximately the same period of time it takes to complete a HotWire game. This allows for a theo- retical best case performance.

Taken together, and having two variants — audio and visual notification — for the nego- tiated method, there are seven methods that will be tested in the study.

5.4 User Study

A total of 21 subjects were selected for participation from students and staff at the local university — 13 males and 8 females aged between 22–67 years (mean 30.8). The study uses a within subjects design with the method as the single independent variable, meaning that all subjects will test every method. To avoid bias and learning effects, the subjects are divided into counterbalanced groups where the order of methods differs. As there are seven methods to test, a Latin Square of the same order was used to distribute the 21 participants evenly into 7 groups with 3 subjects in each. A single test session consists of one practice round where the subject gets to practice the HotWire and matching tasks, followed by one experimental round during which data is collected for analysis. The time to complete a HotWire game naturally varies depending on how quick the subject is, but on average pilot studies indicated it will take around 90–120 seconds for one single run over the wire. With 7 methods of interruption to test with short breaks between each, one practice and one experimental round, plus time for questions and instructions, the total time required for a session is around 40–45 minutes. 94 Using the "HotWire" to Study Interruptions in Wearable Computing Primary Tasks

Figure 5.3: Experiment performed by a user.

5.4.1 Apparatus

The apparatus used in the study is depicted in figure 5.3, where the HotWire is shown together with a user holding the ring tool and wearing a HMD. The HotWire is mounted around a table and approximately 4 meters in length. To avoid vibrations because of its length, the wire was stabilized with electrically isolated screws in the table. An opening in the ring allowed the subject to move the ring past the screws while still staying on track. To follow the wire with the tool, the user needs to move around the table over the course of the experiment. The user may also need to kneel down or reach upwards to follow the wire, furthermore emphasizing the mobile manner in which wearable computers are used. Figure 5.4 illustrates the variety of body positions observed during the study. In the current setup, the user is not wearing a wearable computer per se, as the HMD and tool is connected to a stationary computer running the experiment. However, as the wires and cabling for the HMD and tool are still coupled to the user to avoid tangling, this should not influence the outcome compared to if a truly wearable computer had been used. In particular, we also used a special textile vest the users have to wear during the experiment that was designed and tailored to unobtrusively carry a wearable computer, as well as all needed cabilings for a HMD without effecting the wearers freedom in movement. For having an even more realistic situation we put a OQO micro computer in the vest to simulate also the weight a wearable computer equipment would have outside the laboratory environment. Using the "HotWire" to Study Interruptions in Wearable Computing Primary Tasks 95

The matching tasks are presented in a non-transparent SV-6 monocular HMD from Mi- croOptical. A data-glove used in earlier research [4] is worn on the user’s left hand serving as the interface to control the matching tasks. To ensure maximum freedom in movement of the user, the data-glove uses a interface for communication with the computer. By tapping index finger and thumb together, an event is triggered through a magnetic switch sensor based on the position of the user’s hand at the time. Using a tilt sensor with earth gravity as reference, the glove can sense the hand being held with the thumb pointing left, right or upwards. When the hand is held in a neutral position with the thumb up, the first of any pending matching tasks in the queue is presented to the user in the HMD. When the hand is turned to the left or to the right, the corresponding object is chosen in the matching task. For the negotiated methods, the user taps once to bring the new matching tasks up, and sub- sequently turns the hand to the left or right and taps to answer them. For the immediate and mediated methods where matching tasks appear without notification, the user need only turn left or right and tap. Because of the novelty of the interface, feedback is required to let the user know when an action has been performed. In general, any feedback will risk interfering with the experiment and notifications used, but in the current setup an audio signal is used as it was deemed to be the least invasive. In order not to confound the user, the same audio signal was used regardless of whether the user answered correctly or not.

(a) Standing (b) Kneeling (c) Bending

Figure 5.4: Different body positions observed. 96 Using the "HotWire" to Study Interruptions in Wearable Computing Primary Tasks

5.5 Results

After all data had been collected in the user study, the data was analyzed to study which effect different methods had on user performance. For this analysis, the following metrics were used

• Time: The time required for the subject to complete the HotWire track from start to end.

• Contacts: The number of contacts the subject made between the ring and the wire.

• Error rate: The percentage of matching tasks the subject answered wrong.

• Average age: The average time from when a matching task was created until the sub- ject answered it, i.e. its average age.

The graphs in figure 5.5 summarizes the overall user performance by showing the aver- ages of the metrics together with one standard error.

140000 70 120000 60 100000 50 80000 40 60000 30 contacts milliseconds 40000 20 20000 10 0 0 HotWire Vis. Aud. Sch. Imm. Med. HotWire Vis. Aud. Sch. Imm. Med. only only

(a) Time (b) Contacts

0,18 18000 0,16 16000 0,14 14000 0,12 12000 0,10 10000 0,08 8000 error rate error

0,06 milliseconds 6000 0,04 4000 0,02 2000 0,00 0 Match Vis. Aud. Sch. Imm. Med. Match Vis. Aud. Sch. Imm. Med. only only

(c) Error rate (d) Average age

Figure 5.5: Averages of user performance. Using the "HotWire" to Study Interruptions in Wearable Computing Primary Tasks 97

A statistical repeated measures ANOVA was performed to see whether there existed any significant differences among the methods used. The results are shown in table 5.1. For all metrics except the error rate, strong significance (p<0.001) was found indicating that differences do exist.

Table 5.1: Repeated measures ANOVA.

Metric P-value Time <0.001 Contacts <0.001 Error rate 0.973 Average age <0.001

To investigate these differences in more detail, paired samples t-tests were performed comparing the two base cases (HotWire only and Match only) to each of the five interruption methods. The results are shown in table 5.2. To accomodate for multiple comparisons, a Bonferroni corrected alpha value of 0.003 (0.05/15) was used when testing for significance.

Table5.2:Basecasecomparisont-tests.

Metric Vis. Aud. Sch. Imm. Med. Time <0.0001 <0.0001 <0.0001 0.0002 0.0003 Contacts <0.0001 <0.0001 0.0022 <0.0001 0.0004 Error rate 0.7035 0.1108 0.0668 0.8973 0.4979 Average age 0.0012 0.0001 <0.0001 0.0194 0.0046

All of these differences are expected; the completion time will be longer when there are matching tasks to do at the same time, and the error rate is likely to increase because of that reason. Also, the average age is expected to be longer than for the base case since the user is involved with the HotWire when matching tasks appear, and both the scheduled and mediated methods will by definition cause matching tasks to queue up with increased age as a result. That no significant differences in the matching tasks’ error rate was found was unexpected, intuitively there should be more mistakes made when the subject is involved in a primary task. However, when looking at the data collected, most subjects answered the tasks as good in the interruption methods as they did in the base case of match only. Since there was nothing in the primary task that “forced” the subjects to make mistakes, as e.g. imposing a short time limit on the tasks would certainly have done, the subjects mainly gave accurate rather than quick and erroneous answers. All in all, this comparison of methods with base cases shows that in general, adding interruptions and a dual task scenario with a physical and mobile primary task will be more difficult for the subject to carry out successfully. Following, the five interruption methods were then compared to each other using a paired samples t-test, the results of which is shown in table 5.3. As can be seen, a number of significant differences were found between the interruption methods. We will now analyze each of the metrics in turn to learn more about the characteristics of each method. 98 Using the "HotWire" to Study Interruptions in Wearable Computing Primary Tasks

Table 5.3: Pairwise t-tests of methods.

Time Vis. Aud. Sch. Imm. Med. Vis. - 0.6859 <0.0001 0.0001 <0.0001 Aud. 0.6859 - 0.0003 <0.0001 <0.0001 Sch. <0.0001 0.0003 - 0.9773 0.8157 Imm. 0.0001 <0.0001 0.9773 - 0.7988 Med. <0.0001 <0.0001 0.8157 0.7988 -

Contacts Vis. Aud. Sch. Imm. Med. Vis. - 0.9434 0.0002 0.1508 0.0006 Aud. 0.9434 - <0.0001 0.0240 0.0002 Sch. 0.0002 <0.0001 - 0.0038 0.4217 Imm. 0.1508 0.0240 0.0038 - 0.0031 Med. 0.0006 0.0002 0.4217 0.0031 -

Error rate Vis. Aud. Sch. Imm. Med. Vis. - 0.2744 0.4335 0.9041 0.8153 Aud. 0.2744 - 0.5258 0.3356 0.1039 Sch. 0.4335 0.5258 - 0.5852 0.6118 Imm. 0.9041 0.3356 0.5852 - 0.7668 Med. 0.8153 0.1039 0.6118 0.7668 -

Average age Vis. Aud. Sch. Imm. Med. Vis. - 0.5758 0.0001 0.0470 0.2180 Aud. 0.5758 - <0.0001 0.0170 0.1411 Sch. 0.0001 <0.0001 - <0.0001 0.3256 Imm. 0.0470 0.0170 <0.0001 - 0.0061 Med. 0.2180 0.1411 0.3256 0.0061 -

5.5.1 Time

With regards to the completion time, the interruption methods can be divided into two groups; one for the two negotiated methods (visual and audio), and one for the remaining three meth- ods (scheduled, immediate and mediated). There are strong significant differences between the two groups, but not between the methods in the same group. The reason for the higher completion time of the negotiated methods is because of the extra effort required by the user to present matching tasks. As this additional interaction required to bring the tasks up is likely to slow the user down, this result was expected. An important finding was, however, that the overhead (24.8 seconds higher, an increase of 26%) was much higher than expected. A lower overhead was expected, considering the relative ease — in theory — of holding the thumb upwards and tapping thumb and finger together to present the matching tasks, but in practice the subjects found this to be difficult when doing it simultaneously as the HotWire primary task. The data-glove itself accurately recognizes the desired gestures when done right, but the problem is that the subjects experience problems because their sense of direction is lost when doing the physical task, something we noticed when watching videos of the subjects in retro- spect. Relating to our findings in [15], where the primary task was less physical as the user sat in front of a computer and interacted using a keyboard, we see that even seemingly simple ways to interact can have a much higher impact when used in wearable computing scenarios. Using the "HotWire" to Study Interruptions in Wearable Computing Primary Tasks 99

Therefore, we argue that using a more physical primary task can increase the validity of user studies in wearable computing.

5.5.2 Contacts

Looking at the number of contacts between the ring and the wire, i.e. the number of physical errors the subject made in this primary task, we can discern three groups for the methods. The two negotiated methods form one group, where the additional interaction required to present matching tasks also cause more contacts with the wire. The scheduled and mediated methods form a second group with the lowest number of hotwire contacts. The immediate method lies in between and significant differences for this method were only found for the scheduled and mediated methods. It is of interest to know what causes these differences, if it is interference with the subject’s motorical sense because of the dual tasks, or some other underlying factor. As can be seen, there is a correlation between the completion time and error rate, which can be interpreted as indicating that the number of contacts made depends mainly on the time spent in the HotWire track, and is not affected by the different interruption methods per se. To analyze this further, the rate r of contacts over time was examined.

contacts r = time When comparing this rate between all interruption methods, no significant differences were found. This can be expected because of the correlation between time and contacts made. However, since there are both easy and more difficult sections of the HotWire, such a naive way of computing the overall contact rate risks nullifying these changes in track difficulty. To examine the error rate in detail and take the HotWire track itself in account, assuming the user moved the ring with a constant speed on average, we divided the track in 20 segments 1 (see figure 5.6(a)) and compared the rate ri per segment i between the methods .However, no significant differences could be found here either. This suggests that our experiment was unable to uncover the impact of the interruption method as a whole, if such an effect exists, on the amount of contacts made in the HotWire. Assuming that solely the appearance of matching tasks in the HMD cause more contacts being made, we decided to test this hypothesis. The contact rates were divided in two cat- egories; r0 indicated the rate of contacts over time when no matching task was present in the HMD, while r1 indicated the rate of contacts over time with a matching task visible (see figure 5.6(b)). The rates r0andr1 then underwent a paired samples t-test for each of the in- terruption methods, to see whether the means of these two kind of rates differed. According to the hypothesis, having a matching task present in the HMD should increase the contact rate r1 compared to the rate r0 when no matching task is present. Surprisingly, no significant difference was found. This can be taken as indication that either no difference exists, or more likely, that the number of contacts made by our HotWire apparatus is too random so that the smaller underlying effects of having a matching task present become lost in this noise. As our

1To get a more accurate segmentation, the ring’s position on the track would need to be monitored over time, something our current apparatus does not yet support. 100 Using the "HotWire" to Study Interruptions in Wearable Computing Primary Tasks

r1 r2 r3 . . . ri . . . r20

(a) Fixed-length

r0 r1 r0r1 r0

(b) Interruption-based

Figure 5.6: Segmenting the track for analysis.

initial version of the HotWire apparatus [83] could reveal these differences with stronger sig- nificance in pilot studies, it suggests the version used in this larger study simply became too difficult. Since the user now needed to walk around the track and change into different body positions, this would cause more random contacts being made than with a version where the user stands still, thereby causing so big variance in the data collected that small differences caused by the matching task or interruption method cannot be found. To determine whether the methods influence the subject overall and make him or her more prone to make errors, we compared first the rate r1 between different methods, and then r0in the same manner. For r1, when there was a matching task shown, the mediated interruption method had the lowest contact rate (0.38) while immediate had the highest rate (0.69), yet with p=0.04 this is not significant enough to state with certainty when Bonferroni correction is applied. For r0, however, the mediated interruption method still had the lowest contact rate (0.33), while the two negotiated methods had the highest (both 0.48), and this difference was observed with significance p<0.003 confirming the hypothesis that the mediated method will help reduce this number. This finding shows that the algorithm we used for the mediated method can make the user perform the primary task slightly better in between interruptions, compared to letting her negotiate and decide for herself when to present the matching tasks. Using the "HotWire" to Study Interruptions in Wearable Computing Primary Tasks 101

5.5.3 Error rate

The error rate for the matching tasks exhibited no significant differences regardless of method. One reason for this is likely that a majority of the subjects answered all matching tasks cor- rectly, (the median was zero for all methods except negotiated), while four subjects had very high consistent error rates (20∼70%) through all methods, including the base case, that con- tributed to a high variance. In other words, the matching task may be a bit too easy for most people, while some can find it very difficult to perform. A difference found compared to [15] is that the error rates for negotiated audio and vi- sual have been exchanged so that audio, rather than visual, now exhibits worse performance. Although this cannot be said with statistical certainty in either case, it may indicate that dif- ferences do exist between subjects and their preference, and likely also by the kind of primary task being done.

5.5.4 Average age

Naturally, the average age is expected to be the highest for the scheduled method, since the matching tasks are by definition queued for an expected 12.5 seconds on average. This was also found with strong statistical significance (p<0.0001) for all methods but mediated. With an average age of 13.5 seconds on average, and an expected age of 12.5 seconds, this means the user only spends on average 1 second to respond to the queued matching tasks. Comparing this to the immediate (4.1 sec) and negotiated (6.5 and 7.1 sec) methods, this is significantly (p≤0.0002) faster, likely because the need to mentally switch between primary and matching task is reduced because of the clustering. Mediated on the other hand exhibited such high variance in its data, about an order of magnitude larger than for the other methods, so no real significant differences could be shown. The reason for this high variance is because the mediated algorithm was based on a fixed time window, and for some users who made errors very frequently this time window was simply too large so that the queued matching tasks showed up very seldom.

5.6 Evaluating the apparatus

Since the HotWire is an apparatus for evaluating wearable user interfaces, it is important to determine how suitable it is compared to other laboratory setups. In [15] a computer game and keyboard was used in a non-mobile setting where the user sat still during the course of the study, and we will use this as reference setup for the comparison. The task of matching was the same in both studies, with minor differences in the fre- quency of appearance and the HMD used to present them in, as well as the physical means to interact with the task. As can be seen, the metrics that are comparable across the studies — the error rate and the average age — had a better significance in the former study. This would indicate that our current setup is less likely to uncover differences, if such exist, compared to the former non-mobile setup. Reasons may be that our study used a shorter time span for 102 Using the "HotWire" to Study Interruptions in Wearable Computing Primary Tasks each method and that a novel interaction method was used, thereby increasing the variance of the data collected and diminishing the significance by which differences can be observed. The primary task cannot easily be compared across studies; in the former study the num- ber of errors was bounded and time was kept constant, whereas in our new study both errors and completion time are variable and unbounded. The former study thus had the errors as the only metric, whereas the HotWire offers both errors and time as metrics of performance. However, what can be seen is that in the former study no real significant differences could be found for the error metric between methods. With the HotWire, strong significant differences were observed in a majority of the tests for both the error and time metrics. This shows that differences do indeed exist between the interruption methods, and that these can more easily be uncovered by the apparatus we used. Therefore, as the HotWire apparatus is more mobile, physical, and more realistically represents a wearable computing scenario, we argue that us- ing this in favour of the stationary setup is better for evaluating and studying wearable user interfaces. Considering the fact that very few significant differences could be observed when looking into closer detail on the errors over time, as discussed in section 5.5.2, this basically indicates that there are more factors that need to be taken in account for research in wearable inter- action. Ease of interaction, mobility, walking, changing body position, using both hands to handle the dual tasks — all of these factors cause errors being made in the primary task, while the effects of interruption and the modality used have less impact. Thus, we argue that the HotWire can aid in focusing on the problems most relevant in wearable computing interac- tion, as details that are of less importance in the first stages are clearly not revealed until the important problems are dealt with. In our study, we used a data-glove that is conceptually simple to operate — the user can select left, right, or up — yet even this was shown to be too difficult when operated in a more realistic wearable computing scenario.

5.7 Conclusions

The recommendation when implementing efficient interruption handling in wearable com- puting scenarios is to examine the needs of the primary and secondary task, and choose the method which best adheres to these as there are specific advantages and drawbacks with each method. The HotWire study both confirms and complements the findings in [15] and [55] applied in a wearable computing scenario. Overall, the scheduled, immediate, and mediated methods result in fewer errors than the negotiated methods. Scheduled and mediated meth- ods cause a slower response to the matching tasks, whereas immediate allows for quicker response at the cost of more errors in the primary task. The algorithm used in the mediated method was, despite its simplicity, able to reduce the error rate in the primary task in between the matching tasks compared to the negotiated method. Therefore, it can in certain situations be better to utilize context awareness and take the primary task in account, rather than explic- itly allowing the user to decide when matching tasks should be presented. The new metric of completion time indicates that a significant overhead on the primary task is imposed when subjects get to negotiate and decide when to present the matching tasks, which also results in a larger number of errors being made. The cause of this was unforeseen difficulties in the Using the "HotWire" to Study Interruptions in Wearable Computing Primary Tasks 103 interaction, even though a conceptually simple data-glove was used to control the matching. This suggests that efforts should primarily be focused on improving the interaction style and ease of use, while the actual methods used for interruption is of secondary importance. The architectural implications of the different methods will still be relevant to consider in any case. Assuming the wearable computer is part of a more complex system where in- terruptions originate from elsewhere, the immediate and negotiated methods both require continuous network access so that the task to handle can be forwarded to the user immedi- ately. On the other hand, the clustering of tasks that result from the scheduled and mediated methods may only require sporadic access, e.g. at wireless hot-spots or certain areas in the working place with adequate network coverage. The HotWire apparatus itself demonstrated that many findings from non-mobile interrup- tion studies could be confirmed, while also pointing out that there are inherent differences in wearable computing due to mobility and performing physical primary tasks. These differ- ences cause some findings to stand out stronger than other, and as the apparatus more accu- rately resembles a realistic wearable computing scenario, this will better help guide research in wearable interaction to the areas where most focus is needed in the first stages of devel- opment. Since this represents a compelling (and worst case) scenario involving very high cognitive and physical workload, the results can likely be applicable in application domains with more relaxed constraints such as business and consumer use.

5.7.1 Future Work

For more accurate and in-depth analysis of the data collected from the HotWire, the user’s position around the track would need to be monitored to know where contacts are being made and what causes them. This would show if the contacts are primarily caused by difficult sections on the track, or from the interruption task or interaction device used. Furthermore, the algorithm in the mediated method was able to demonstrate benefits despite being trivial. It would therefore be interesting to evaluate different for this kind of context awareness, that through very simple means can be applied in real life scenarios and still have a positive effect.

5.8 Acknowledgments

This work has been partly funded by the European Commission through IST Project wearIT@work (No. IP 004216-2004) and also partly funded by the Centre for Distance- spanning Healthcare and the Centre for Distance-spanning Technology at Luleå University of Technology. We thank Dr. McFarlane for providing us with the source code to his original experiments and giving us permission to modify it for our studies. 104 Part 6

Wearable Systems in Nursing Home Care: Prototyping Experience

105

Wearable Systems in Nursing Home Care: Prototyping Experience 107

Wearable Systems in Nursing Home Care: Prototyping Experience

Mikael Drugge, Josef Hallberg, Peter Parnes, Kåre Synnes Department of Computer Science and Electrical Engineering Luleå University of Technology SE–971 87 Luleå, Sweden {mikael.drugge, josef.hallberg, peter.parnes, kare.synnes}@ltu.se January–March, 2006

6.1 Introduction

Medical workers at nursing homes spend much time on communication to get the right in- formation to the right person at the right time. This communication is a prerequisite for proper patient care. Delays cause stress, discomfort, and dissatisfaction among caretakers and patients as well as possible detrimental health consequences for patients. We believe per- vasive computing technologies can improve this situation by speeding communication and documenting care more effectively. In fact, pervasive computing is a promising solution to many problems that medical work- ers face, and today it’s increasingly practical. Yet actual deployment is still in its infancy. Deploying prototypes that solve specific problems can help medical staff see its benefits. In- volving them early in the design process also helps ensure that the right problems are being solved and the solutions will be accepted. We decided to try rapid prototyping in a real nursing home. We set a tight four-week deadline for ourselves and began work to build a testable prototype with two half-time devel- opers. This gave us one person-month to develop a useful prototype to investigate research questions including:

• What methodologies are useful for prototyping pervasive computing systems?

• How do we engage end users in prototype design and interactions?

• Can we rapidly deploy prototypes built from existing technology in real settings?

• How can we translate conceptual solutions to functional prototypes?

We worked with the Lighthouse, a local nursing home that provides short-term residential care in apartments. Self-sufficient elderly who’ve been set back by accidents or illnesses can receive the support they need to recuperate. With up to 40 guests, the Lighthouse sees a continuous stream of patients. Although busy, it’s small enough for us to easily deploy and study prototypes in real situations. 108 Wearable Systems in Nursing Home Care: Prototyping Experience

6.2 Scoping the Project

We first had to identify actual problems nurses face in everyday work, determine which could be solved within our research’s scope, and identify which would bring the most gain. Al- though we had reports on typical problems, we decided a field study would give us first-hand experience with their work. This was accomplished by a "quick and dirty" ethnographical study [31], where we accompanied a group of four nurses for a day and observed the profes- sional tasks they perform. During this study, we observed scenarios such as drawing blood samples and administer- ing pain medication. A consistent theme for many tasks was the difficulty in getting necessary patient information at the point of care. The patient charts contain the most important infor- mation, but they are only accessible from the nurses’ office computers. Nurses typically must walk hundreds of meters and change floors to attend patients in their apartments. Going back to the office computers takes time, so the nurses need a system which supports retrieving such information in advance and updating the patient charts upon returning to the office. The nurses currently keep updates in short-term memory or handwritten notes. When nurses need more informal information, they must be able to contact the person who previously cared for the patient. Typically, the Lighthouse nurses used mobile phones for this purpose. When the phone calls reached the previous caretaker at all, and often they didn’t, they usually interrupted the recipient. Likewise, other people calling the Lighthouse nurses interrupted their patient care, increasing stress and discomfort for both the nurse and patient. We also found mobile phones lacking multimodal features, supporting only voice, while the situation itself required video to convey certain information. For example, rather than having a patient point out pains directly to a physiotherapist, the nurses must relay this infor- mation over the phone, thereby losing the subtle details that body language can reveal. At the end of the day, we summarized the problems we encountered, both in scenario form and as a list of specific items, including

• communication,

• information dissemination,

• access to patient charts, and

• organizational issues.

A few days later, we went back to the Lighthouse for a meeting with the nurses to validate our findings and ensure that the identified problems were real. This helped us decide which were the most important. Access to patient charts involves strict privacy and security considerations, and remote accessing requires detailed analysis and evaluation of security infrastructure. So we simulated this information for our prototype. Organizational issues such as staffing, budgets, and work schedules are economic and political issues that we won’t discuss further. Wearable Systems in Nursing Home Care: Prototyping Experience 109

We could address the communication and information dissemination issues among the personnel within the limited scope of project. These are closely related, since communication is a way of having the right information for the right person at the right time. We discussed these issues with the nurses and came to a joint conclusion regarding the research prototype’s focus. The consensus was that it should support easier communication among the personnel and also function as a documentation tool for informal notes. It should be mobile and allow for access from anywhere in the building, be less intrusive than a mobile phone, and employ a highly streamlined interface to avoid taking focus from the patients.

6.3 Paper Prototyping

Hardware inventions to embody and run pervasive applications are often wearable or highly portable. Research concepts often rely heavily on unique hardware and require working prototype to test and illustrate the operational concepts. Producing these prototypes can be prohibitively expensive and time consuming. You can simplify hardware prototyping by using modular approaches – for example, the Smart-Its project (www.smart-its.org) operates this way. Yet such prototyping remains focused on hardware technology, which runs the risk of distracting from function and usability. Traditional HCI researchers have used paper prototyping to good effect [65]. This simply involves drawing user interface components on paper, making it easy to alter designs and fix flaws early. Not everyone can use design software for prototyping user interfaces, but everyone knows how to draw sketches with a pen. So paper prototyping allows end users to become part of the design process early. Paper prototyping is so artificial that it can remove the focus on technology. Instead, participants can focus on the product’s underlying concept and usability. This works, however, because of the fixed and rigid desktop paradigm with its graphical presentation space that can be adequately represented on a sheet of paper. Paper prototyping in pervasive computing applications involves additional challenges. The in such environments supports more complex scenarios than desktop GUIs accommodate. This freedom can mean the paper itself imposes restrictions on what can be done – for example, not having access to large sheets of paper can prevent participants from envisioning whiteboards, while lacking small sheets can discourage them from thinking of handheld devices.

6.3.1 Paper, Pen, and Plastic

Following our requirements study with the nurses, we arranged a meeting to try our tech- nique. We informed them that we needed their input and feedback to design a prototype that would be useful to them and that we would employ paper prototyping. We prepared scripted scenarios from the data we’d collected on typical nursing tasks, such as visiting and examining patients, informing physiotherapists, taking blood samples, and making rounds with physicians. We let them role-play the scenarios and discuss various solutions to prob- lems they encountered. One of the nurses played herself in work situations, while two others played patient roles. Each patient player received a brief description of the scenario. 110 Wearable Systems in Nursing Home Care: Prototyping Experience

In addition to the scenario, we had text cards representing typical phone calls. We emu- lated a context-aware service that could determine whether the nurse was currently occupied and could then choose between presenting phone calls directly or taking a message. For calls that weren’t urgent, we displayed a simulated text message on a transparent piece of plastic. We then either set it in front of the nurse to view in private or placed it on the device the nurse carried. Presenting these messages randomly during the role play allowed the nurses to decide what form they preferred. After completing the scenario, we talked with the nurses about their experience. They ap- preciated being able to avoid interruptions from non-acute calls through simple mechanisms such as screening incoming messages. They liked having text messages presented because it let them read without interrupting what they were doing. They found it useful to have a patient’s information available in advance or upon contact because it let them better prepare for encounters with special patients. For example, if a patient posed difficulties in taking blood samples, the nurses could add extra test tubes to their medical kits. The nurses also liked having the live video to directly show, for example, a patient’s shoulder fracture. They thought this would save them time that they could spend on more important tasks. In general, the paper prototyping session made the prototype’s benefits clear without having to deploy fully functional hardware and software.

6.3.2 Paper Prototyping Benefits

The benefits of early paper prototyping over an online, functional software-hardware pro- totype became clear at the end of the meeting. We brought some hardware just to show the nurses what is available with today’s technology. Immediately, we noticed their focus shifting away from usefulness to technical details regarding the software and hardware. They ques- tioned font sizes ("too small for me to read"), commented on video quality ("better than the one we saw on another project"), and expressed astonishment over features ("so I could even write my emails on this"). As their focus scattered, they often addressed details irrelevant to the tasks they would need to perform. Importantly, while interacting with the computer, we noticed the nurses started to think in terms of traditional user interface widgets, such as buttons, menus, and keyboards, and to restrict themselves to the kind of interactions typical of desktop PC applications. They also appeared more dejected and hesitant to suggest improvements, and they expressed slightly negative comments and questions such as, "We’ll need to take courses to understand this. You’ll arrange that for us, right?" In general, the nurses shifted their entire focus, assuming now that only minor changes in technical details were possible. Clearly, such restrictions in the design space should not dominate the early stages of prototyping. We concluded that paper prototyping in the initial development stages makes participants focus more on a product’s concept and actual usefulness rather than letting technology con- strain their thinking and dictate what is allowed. Furthermore, unlike technology, paper does not restrict the design space, allowing participants to think beyond the inherent limitations of current software and hardware. We see the same benefits for pervasive computing re- search that it exhibits for traditional HCI in desktop computing. Taking merely one week in preparation, execution, and analysis, we deem this time well spent. Wearable Systems in Nursing Home Care: Prototyping Experience 111

6.4 Moving to Multimodal Devices

With the newfound design considerations from the paper prototyping session in mind, we went on to see what research technologies could help in realizing a multimodal prototype. Our research group’s background is based in real-time audio and video communication over the Internet, and we have extensive experience in desktop e-meeting tools. We’ve also ven- tured into the pervasive computing field, investigating mobile and ubiquitous applications of the technology. Beyond technical barriers, we’ve found that the end users’ concerns and preconceptions often determine whether new systems are adopted. For this application, the prototype had to be mobile and non-intrusive, which fits well within the field of wearable computing. We also saw healthcare applications requiring special considerations, as illustrated in one nurse’s opinion: "It was not to sit in front of computers I chose this profession". The prototype had to avoid the negative emotions that time-stealing and crashprone desktop computers currently cause. An important way to hide technology and streamline the interaction is to use context and situation awareness, automating the informa- tion presented to the nurses according to the current activity and workload. Some of these concerns are major research problems in themselves, which meant that our online prototype couldn’t realize all concepts within a reasonable time frame. However, by employing a Wizard of Oz approach to the user interface [12], we could still demonstrate the functionality and get the nurses’ opinions. Knowing how, or whether, the nurses used certain functions let us select what areas to put the most effort on in future prototypes.

6.4.1 Wearable Prototype

The next step was to build an online prototype with live software and hardware. We wanted the prototype ready within a week from the paper prototyping session. This gave us no time to build customized hardware, meaning we had to assemble our prototype from off-the-shelf products. As a wearable computer, we chose a Sony Vaio U70P, a notebook computer with a 1-GHz Pentium mobile processor and 512 Mbytes of memory. With dimensions of 16.7 x 11 x 2.8 cm and weighing 550 g, it can be worn easily by strapping it to a belt, which the nurses deemed suitable during our last meeting. Because the nurses liked viewing information in private, we added a head-mounted dis- play as an alternative to looking at the U70P. We chose the semitransparent monocular M2 Personal Viewer with full-color graphics in 800 x 600 resolution, even though it requires a half-kilogram battery. Since the prototype demonstrates concepts rather than a final product, we deemed the quality of graphics to be more important than the additional weight at this stage. Figure 6.1 shows the wearable computer and display.

6.4.2 Communication Application

We chose Marratech (www.marratech.com) e-meeting application software because it fits the communication needs of the envisioned prototype. Marratech is a commercial product based 112 Wearable Systems in Nursing Home Care: Prototyping Experience

Figure 6.1: Wearable computer outfit: battery pack and VGA converter for the head-mounted display (left), Sony U70P computer (lower center), Bluetooth headset (upper center), and M2 head-mounted display (right). on earlier research in our group [58]. It allows for audio and video group communication, together with text chat and a shared whiteboard. Connecting the wearable computer to an e- meeting over a wireless network lets the nurse instantly contact other participants and become aware of their locations. The application also lets a nurse make phone calls, which can become part of the e-meeting. This allows persons not yet using the software to be included, easing its deployment. Figure 6.2 shows the wearable computer running the Marratech Pro application, with video streams provided by Web cameras. The nurse can use the camera to convey live video to physiotherapists or others to aid diagnoses.

6.4.3 Wizard of Oz Testing

We wanted to show a simple and automatic system to the nurses, so we decided on a Wizard of Oz experiment to simulate the context-aware and situation-aware system components. The wizard retrieved information, processed interrupting phone calls, simplified communication with others, and minimized the interaction needed with the wearable computer. Each morning the nurses make several calls for information regarding their patients that day. In our prototype, the wizard collects this information and displays it in the shared white- board, thus shortening the time nurses need to set their daily schedule. With access to pa- Wearable Systems in Nursing Home Care: Prototyping Experience 113

Figure 6.2: The Sony Vaio U70P running the Marratech Pro e-meeting application. tients’ charts, historical notes, and other nurses’ locations and schedules, the wizard can post appropriate information throughout the day. If a nurse is attending to a patient or is otherwise busy, the wizard intercepts all phone calls. It sends only urgent calls directly to the nurse and either records the rest or posts them as a chat room message to read when there is time. This substantially reduces interruptions during patient encounters. When nurses wish to reach someone, the wizard can invite that person into the e-meeting session, thus allowing richer communication than normal phones. To further simplify the nurses’ work, we let the wizard act as a speech recognizer. Nurses can take informal notes about certain patients for insertion into their chart. They can also request information to be read out loud, which further simplifies the interaction with the wearable computer. In addition, the nurses can use voice to insert new tasks into their sched- ules. Most of the wizard’s functions can be realized with today’s technology, such as RFID tags, sensors, and speech recognition capabilities.

6.4.4 Feedback From the Nurses

We brought our wearable prototype to the Lighthouse to test it for a day, starting with audio- only communication. We equipped one nurse with the wearable computer and a Bluetooth headset, while another nurse in another room used a laptop. We connected both devices to the same e-meeting, which effectively mimicked mobile phones but reduced interruptions and offered higher audio quality. We also allowed review of a fictitious patient history and chart to demonstrate the capability. 114 Wearable Systems in Nursing Home Care: Prototyping Experience

Figure 6.3: A nurse wearing a computer and head-mounted display while attending a patient.

Next, we introduced video communication. As one e-meeting participant walked the corridors, the nurses expressed their fascination with instantly seeing where their colleagues were. This increased group awareness seemed beneficial, especially for finding the right per- son at the right time. Initially, the nurse sent video via a handheld camera and used the note- book’s display to view other participants. Because these tasks encumber the nurse’s hands, we also let them test the head-mounted display and camera. After a brief time, about 15 min- utes, they accustomed themselves to the novel display and learned to focus on the display or the real world as needed. Soon the nurses could easily perform routine patient examinations while conveying video to other medical workers. This aided patient diagnosis and treatment deliberations. Figure 6.3 shows a patient encounter. Although noting the added weight, the nurses remained focused on the design concept being demonstrated and its benefits. Thus, on the basis of results from paper prototyping and a wearable prototype built from off-the-shelf components, we successfully demonstrated the envisioned benefits and gained user acceptance for an assistive device in this environment. By starting with the basic func- tions and gradually adding more, we avoided intimidating the users with the amount of hard- ware and cables.

6.5 Final Remarks

About a month after the online study, we revisited the Lighthouse to discuss the prototyping in hindsight. Despite the time that had passed, the nurses still deemed the prototype use- ful and appropriate. We see this as confirming that the process yielded usable results and Wearable Systems in Nursing Home Care: Prototyping Experience 115 that ethnographical studies and paper prototyping can be effective in pervasive computing research. Ethnographical study provides valuable first-hand insight on how work is performed and gains the confidence of the user community. Paper prototyping offers a cheap and easy way to get quick feedback on what constitutes a good or bad solution. Furthermore, people not in the pervasive computing research community still consider much of what is possible with today’s technology as science fiction. We found it difficult to get those people to envision what’s possible, and we had to find ways of freeing them from traditional PC interface ideas, while not imposing our ideas on how things should be done. Paper prototyping can aid this to some degree, and joint discussions of paper results encourage fuller exploration of the design space. It also moves the participants’ focus from technology to usability and function. One major challenge we found concerning paper prototyping is to communicate what is realizable without constraining participants from exploring the whole design space spectrum. We think the best solution is to introduce concepts in a brainstorming session before the paper prototyping. You can add the wildest ideas to the hardware research agenda and use ideas that can be realized with current hardware technology in the prototype. This should allow for more freedom of thought in the subsequent paper-prototyping stage while constraining the overall process to prototypes possible given the available time, budget, and technology. Realizing the paper prototype in functional hardware reveals differences between reality and visions that can require compromises. The Wizard of Oz approach allows for emulation of functionality not immediately realizable. However, if the prototype is meant to be deployed for longer term studies, the researcher should be sure this functionality is realizable within the envelope of current technology. Finally, rapid prototyping with end-user involvement from the start has a value in itself. The nurses we worked with spontaneously expressed enthusiasm for our project due to its fast pace. They felt that something was happening and that their input was valued. As opposed to other projects where meetings are half a year apart, rapid prototyping let them see progress from week to week.

6.6 Acknowledgments

We wish to acknowledge funding by the Centre for Distance-spanning Healthcare at Luleå University of Technology. We also express our thanks to the nurses and medical workers at the Lighthouse (in Swedish, "Fyrens korttidsboende") in Luleå, Sweden, for their participa- tion. We also thank the reviewers for valuable guidance. 116 Part 7

Enabling Multimedia Communication using a Dynamic Wearable Computer in Ubiquitous Environments

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Enabling Multimedia Communication using a Dynamic Wearable Computer ... 119

Enabling Multimedia Communication using a Dynamic Wearable Computer in Ubiquitous Environments

Johan Kristiannson, Mikael Drugge, Josef Hallberg, Peter Parnes, Kåre Synnes Department of Computer Science and Electrical Engineering Luleå University of Technology SE–971 87 Luleå, Sweden {johan.kristiansson, mikael.drugge, josef.hallberg, peter.parnes, kare.synnes}@ltu.se June, 2006

Abstract

The paradigm of wearable computing aims at providing unobtrusive communication for users involved in real-world tasks. At the same time, current research trends in networking and mul- timedia envision ubiquitous multimedia communication where users can seamlessly meet and communicate anytime, anywhere, and via any device. Combining wearable computing and ubiquitous multimedia communication can be used to achieve this vision, and enable richer communication via a more lightweight wearable computer. When implementing such a sys- tem it is important to minimize configuration efforts required by the users to avoid disrupting the user’s primary task, which is often of physical and cognitively demanding nature. This paper presents a framework which enables users of wearable computers to commu- nicate using the most beneficial communication resources while reducing the configuration efforts. The framework consists of four components; the Information Repositories which form a distributed database, the Personal Communication Management Agent which makes con- figuration decisions, the Remote Control User Interface which is a protocol which enables customizing user interfaces for specific devices, and the Mobility Manager which switches between resources. These components combined makes a dynamic wearable computer pos- sible, which can be tailored to current communication tasks. The paper presents an analysis of the number of messages required for these components to interact with each other, based on the number of users and resources available. The paper also analyses the bandwidth requirements of the current implementation. As a proof of concept, a working prototype has been built by integrating the framework with a commercially available e-meeting application. This prototype demonstrates how to use the framework to improve multimedia communication on a wearable computer in a real- world scenario. A user study presented in this paper shows that the prototype simplifies the work for nurses at a local nursing home, ultimately saving time which can be better spent on their patients. The result is a system enabling nurses to choose a lightweight alternative to a previously used wearable computer with the same purpose. 120 Enabling Multimedia Communication using a Dynamic Wearable Computer ...

7.1 Introduction

The proliferation of mobile and wearable computing devices over the last decade have led to an increasingly nomadic computing lifestyle. At the same time, research has been conducted on allowing the users to seamlessly utilize equipment and communication software in smart rooms or in the environments to improve communication. Therefore, it is natural to envision wearable computers which can use resources in the environment to adapt to user needs, and enable supportive communication when performing primary tasks in the real world. Current research trends aim at supporting the users and enable seamless ubiquitous com- munication anytime, anywhere, and via any device. As an extension to these ideas, a user should preferably be able to utilize equipment in the environment to create a dynamic wear- able computer. The purpose of such a system would be to provide unobtrusive support, which in combination with rich communication could improve user experience, save time and in- crease efficiency. For example, the user would have access to information specifically related to the current task, and be able to discuss this with experts at remote locations. The diversity of tasks requires the wearable computer to be modular and easy to adapt to different situa- tions, both in terms of functionality provided as well as resources used. The user would be empowered1 with the choice of which resources to use, to pick up only those needed for the task at hand, avoiding cumbersome or unnecessary equipment. The work presented in this paper aims at combining ubiquitous computing with wear- able computing to create a dynamic wearable computer. The dynamic wearable computer is dynamic in a sense that it can use resources in the environment, as well as resources that the user decides to bring along. This could include typical wearable devices such as head- mounted displays, as well as stationary devices such as monitors and cameras found in the environment. Ultimately, this allows communication services to become more adaptable to user needs both in terms of functionality, quality, and cost. For example, the user can talk in a mobile phone and be able to add a shared whiteboard function to the communication session when entering a room where a computer running an e-meeting2 software is available. Switching between resources should be made as transparently and unobtrusive as possi- ble as the user is involved in primary tasks in the real world. The user should not have to manually reconfigure the wearable computer to suit a different task. Instead, it should be handled simply and intuitively to relieve the user from unnecessary distractions. In addition, the user should be able to move around even if the system itself is distributed, and the infor- mation about the user, the resources and the environment should accompany the user and be integrated into new environments. To make this possible and implement a dynamic wearable computer, several research problems need to be solved.

• What functionality is needed to transparently combine and switch between resources carried by the user and those available in the environment?

1The term “empowerment” denotes having the right to make one’s own choices and having the ability to act on them. 2The term "e-meeting" denotes a group web conferencing session which can include video, audio and chat among other media. Rather than requiring a dedicated meeting room, e-meetings can take place from the user’s desktop and be used for either formal or informal communication. Enabling Multimedia Communication using a Dynamic Wearable Computer ... 121

• What functionality is needed to automatically configure resources to be used in the dynamic wearable computer? • How can the distributed information storage infrastructure be designed to provide easy access to information and support the decision making process?

This paper presents a framework which adresses the aforementioned problems, and builds on ideas from previous research [16, 27, 36]. The purpose of the framework is primarily to assist designers to develop ubiquitous communication systems. As an example, the paper presents a proof of concept prototype which was deployed in a nursing home to support nurses with their work. The rest of this paper is organized as follows. Section 7.2 gives a brief introduction to previous work related to ubiquitous multimedia communication. Section 7.3 presents the framework, followed by Section 7.4 with an evaluation of the implementation and proof of concept prototype tested in a real world scenario. Finally, in Section 7.5 the paper is concluded with discussion and pointers to future work.

7.2 Background and Related Work

Over the last decade, wearable computing has been used to augment human abilities in various domains, for example in healthcare [39], inspection tasks [4], and military opera- tions [85]. While wearable computing can be used for solving a wide range of problems, this paper concerns mediated human communication such as having a remote expert providing guidance to field workers solving a real world problem. Previous work by the authors [16] exemplify how e-meetings through a wearable computer can be applied to share knowledge and increase the capability of the field worker, as well as how such e-meeting systems can be prototyped for a health care setting [14]. This paper improves this concept further by al- lowing the field worker to utilize resources in the surrounding environment, to provide richer communication through new media. Although there has been much research, e.g. [29, 38, 44], conducted on isolated parts of e-meeting systems, little research has been done to combine all these parts into a coherent and functional framework which can be used to create a dynamic wearable computer. For example, early work by [62] presents a framework for mobile and ubiquitous access to mul- timedia services. Although the idea is very similar to the one proposed in this paper, it lacks several important functions needed to create a working system. This includes functionality to automatically configure resources, such as information management or components for making decisions on which resources to use, based on the needs of the user. Moreover, it fo- cuses mainly on general multimedia services, whereas this paper focuses on mediated human communication. Context-awareness is a widespread approach to customize applications, and provide users with an increased service value. Pioneer work in this field includes the Active Badge system [80] which improves channel selection through autonomous routing of phone calls to the phone nearest the user. Aura [22] is a general purpose architecture which tries to utilize resources in the user’s environment to give the user access to desired tools, while simplifying 122 Enabling Multimedia Communication using a Dynamic Wearable Computer ... the configuration tasks needed by the user. However, even though Aura is an interesting idea, it relies on advanced artificial intelligence which makes it hard to deploy in reality. Recent research in this area focuses on specific scenarios, such as the EasyMeeting system [8] which tries to provide relevant services to speakers and the audience in an auditorium. For example, automatically handling an overhead projector during a presentation. Similar to the EasyMeeting architecture, the framework presented in this paper employs context-awareness and ontologies to improve communication, although it does not restrict itself to one isolated smart space but allows users to utilize resources as they move around. Regarding switching between resources, several mobility management architectures [44, 79] have been proposed in the literature. For example, the Mobile People Architecture [44] performs person-level routing through a proxy to let users communicate from any device, network, or application. Similar functionality can be implemented by using the Session Initi- ation Protocol [28]. In general, these architectures require user interaction to change device. Moreover, they can not handle the aggregation of multiple devices, for example transparently combine a mobile phone with an e-meeting. The major contribution of this paper is a framework that combines mobility management with context-awareness to create a dynamic wearable computer for mediated human commu- nication. Another contribution is a formal evaluation of the implementation and a proof of concept prototype used in a field test. All parts of this paper are unpublished, except for the media resource selection algorithm mentioned in Section 7.3.2. The next section describes the framework further and the functionality needed to build a dynamic wearable computer.

7.3 The Ubiquitous Communication Management Frame- work

To be able to conceptually handle aggregation of multiple communication tools, a model for ubiquitous multimedia communication was introduced in [36]. An essential part of this model are the terms media source and media sink, which are used to encapsulate media devices of the same type and make comparisons, thus increasing the flexibility by increasing the user’s selection of media resources. In short, a media source is an abstraction of a media-capturing hardware device, such as a camera or microphone and the software that generates the media stream. Similarly, a media sink is an abstraction of a media-rendering hardware device such as a loudspeaker or a display and its accompanying software, which is used by the device to receive the media stream. The term media resource is henceforth used instead of the term communication tool to denote either a media sink or a media source. Figure 7.1 illustrates an overview of the framework, which consists of four components needed to configure and manage media resources; the Information Repositories,thePersonal Communication Management Agent,theRemote Control User Interface,andtheMobility Manager.TheInformation Repository component is a distributed database containing infor- mation about the system and the users. This information is collected by several sensors which publish information to the information repositories. The Personal Communication Manage- ment Agent, henceforth denoted as the agent, is an agent with the purpose of finding and Enabling Multimedia Communication using a Dynamic Wearable Computer ... 123

Remote Sensor Control UI

User Search interaction Publish for information Sensor Personal Publish Communication Mobility Information Manager Management Configure Repositories Agent Publish Subscribe Configure Publish on events Sensor Media Resource

Media Sensor Resources Publish Media Resource Sensor

Figure 7.1: Overview of the framework.

selecting media resources for satisfying the user needs. This is achieved by traversing infor- mation in the information repositories and observing when the state of the system changes, for example when a user moves to another location. When a new media resource is available the user is notified through a Remote Control User Interface, which is a user interface that can easily be customized for specific devices. The agent configures the Mobility Manager if the user decides to use a new media resource. The manager then migrates media streams between media resources so these can be used together in a dynamic wearable computer. For example, if the user is talking on a mobile phone and enters an office with an e- meeting system running on a desktop computer, a location sensor updates the user’s current position to the information repository component. The information repository component then notifies the agent which starts searching for potential media resources registered to the information repositories. If it finds a better media resource, i.e. the media resources provided by the e-meeting system, it notifies the user via the remote control user interface, allowing the user to accept the switch to the media resource. Assuming the user want to switch, the mobility manager then redirects the audio stream from the mobile phone to the e-meeting system, or integrates the mobile phone together with the resources provided by the e-meeting system in case the user wish to keep the mobile phone for communication but take advantage of other media available in the e-meeting. The remainder of this section presents the framework components in more detail, starting with the information repositories. This is followed by a description of the personal commu- nication management agent, the remote control user interface, and the mobility manager. 124 Enabling Multimedia Communication using a Dynamic Wearable Computer ...

7.3.1 Information Repositories

In order for the agent to search for information and select which media resource to use, the information needs to be obtained from several sensors and organized to be interpretable by the agent. This means that information needs to be represented with limited variable types and quantified where applicable so it can be utilized by simple rules. For example, by using predefined variable types and structuring information repositories internally in a well defined manner, it is possible to create rules based on information about the user’s needs, available resources and their capabilities, and the environment. One way of managing this information is using ontologies3.

Ontologies

Over the years, several standardized ontologies have been proposed to make it easier to im- plement management functions and integrate independent systems. For example, the IETF Management Information Base [50] provides a set of specifications defining how a device or service can be managed. Another standard, the Standard Upper Ontology [74], provides a general ontology that can be used to construct more specific domain ontologies (medical, financial, engineering, etc.). The ontology used in this paper divides information into three different domains, each which contains relevant information about its domain. These domains are the Media Resource Information Repository,theEnvironment Information Repository,andtheUser Information Repository. To be able to process the stored information there is a specified list of attributes and variables which can be stored and accessed; each domain has its own list. The first domain, the media resource information repository, contains relevant contexts about a single media resource. The list of attributes and values in this domain is specific to each resource type, e.g. video source and sink, audio source and sink, and input device. For example, an audio source might include information about sampling rate and used audio codec, and a video source could include resolution or other relevant information about the video codec. The second domain, the environment information repository, contains links to the in- formation repositories of all media resources which are located in the environment. It also contains contexts about the environment which might help describe the situation a user is currently in. This could include information about other people in the environment, about the purpose of the environment (e.g. office, conference room, bedroom, bus transportation, etc.), and other aspects about the environment itself, such as temperature and noise level. Finally, if the environment exists as a part of a larger one or if the environment has a sub-environment and these have their own information repository there would be a link to these as well. The third domain, the user information repository, contains contexts about a user, the user preferences, and user defined rules. It also contains links to environments’ information repositories where the user is currently active, and to used media resources’ information

3An ontology is a formal description of a specific domain that enables computers to process information related to the domain. It is a network of relationships that are self-describing and used to track how items or words are related to one another. It consists of concepts, relationships, and axioms in relation to the specific domain. Enabling Multimedia Communication using a Dynamic Wearable Computer ... 125 repositories. There are also links to the respondents’ user information repositories, which can be used to see what media resource types the respondent is using, and what other media resource types are available in the respondent’s environment. If any of the respondent’s used media resources are a privacy risk to the user, the user is notified. However, the respondent’s information repository does not necessarily provide access to other contexts stored about the respondent, such as if the respondent is busy, the respondent’s location, etc. Such contexts about the user are primarily used to determine the user’s communication needs, but can of course be used for other services if approved by the user. The information which is stored in the information repositories are tuples containing raw data and an associated key. As an information repository can contain a large amount of different tuples, it is important to make abstractions in order to make it easier for users to configure the system and to provide the means for computers to compare media resources of the same type to each other. This was done in [36] by using three abstractions: cost, privacy and quality. As the list of all permitted contexts for each media resource type is known by the system it is possible to create an algorithm which weighs the contexts for a media resource and create indexes for each abstraction. Once the quantified abstractions are calculated it is a simple task to compare other media resources of the same type with each other.

Data Storage

So far ontologies for managing data have been discussed. However, storing and accessing data is just as important, which presses the importance of a context-storage infrastructure with query-possibilities. This infrastructure needs to be flexible and able to handle a large amount of data, it should also be easy to administrate and manage. There are already several systems for storing and accessing data, such as centralized , or centralized context- awareness platforms [13,72]. Although these are generally good at handling much data, they can be hard to administrate as administrators must grant permissions to everyone contributing with information. These also introduce a single point of failure, and can introduce delay if it is topologically far away from the access network being used. However, current research is moving towards decentralized solutions for privacy and scalability reasons [29]. Another solution is to implement it using a distributed hash table such as CAN [64] or Chord [76]. No matter which storage infrastructure is used there are some crucial issues which need to be addressed. Ubiquitous services often require fine grained access control, ubiquitous communication is no different. This access control can be based on identity or different contexts. For security and privacy reasons it needs to be clear to the user which information is being shared with other users and which information is only used for access control or used for the system’s decision making process. The storage infrastructure should also be self-managed, meaning sensors would be able to publish information to the system which would cause the system to update, for example links to other information repositories are updated when the user moves to another location. It is also important to be able to access the correct information repository as it is likely there are many different in the area. One way of dealing with access control is to arrange media resources into groups, where only group members can use the media resources. Another way is the principle of local- ity [37]. Locality means that the user is only allowed to use devices which are nearby the 126 Enabling Multimedia Communication using a Dynamic Wearable Computer ...

User Information Repository (e.g Information about Mikael)

Information

Environment Media Resource Sensor Information Repository Information Repository (e.g. Mikael’s office) (e.g. a HMD)

Information Information Media Resource Media Resource Information Repository Information Repository (e.g. a keyboard) (e.g. a office phone) Sensor

Information Information

Sensor Sensor

Figure 7.2: Information Repositories. user, for example in the same room. Locality makes sense not only for reasons of usefulness but also when considering privacy. Without the principle of locality, cameras and other media sources could be used as remote surveillance devices, thereby introducing a large risk of vio- lating other people’s privacy. Locality also ensures that media sinks are not used without the receiver’s permission, thereby protecting the receiver from unwanted interruptions. However, there are two issues which need to be considered when applying the principle of locality. The first is what is to be considered as close enough, and the second is how to verify the location of the user and the media resource. Even if the principle of locality is useful, it is not neces- sarily true that a user should have access to all nearby resources. This further decreases the number of relevant resources to those nearby the user which are not busy and which the user has permission to access. The storage infrastructure used in the proof of concept implementation (see Section 7.4) is a tree-based structure as depicted in Figure 7.2. In the case where information reposito- ries are distributed to different computers a global directory service is used to keep track of links to other information repositories. When a sensor has new information to publish, it is automatically directed to the correct information repository with the help of location or an identification key which is associated with a media resource, an environment, or a user. When the agent subscribes to information in an information repository it is automatically notified when new information is published. In case a new information repository becomes available the agent is also notified and can access this new information to take appropriate actions.

Sensors

The information that is published to the information repositories can come from many dif- ferent sources. A naming service which maps a user’s current location to a new environment with a information repository could be one, another could be knowing a user is actively typ- ing on a keyboard in the office, and then there are of course the more conventional sensors, Enabling Multimedia Communication using a Dynamic Wearable Computer ... 127 such as location sensors, activity sensors, etc. For a sensor to be used with the information repositories it must provide at least one of the attributes or variables which is supported by the system. Each of these attributes or variables has its own standard format which the sen- sors much comply with. However, as most existing sensor systems are not compatible and does not support the information repositories, some methods are needed to integrate exist- ing sensors. This can be done by either modifying existing sensor implementations or by encapsulating them.

7.3.2 Personal Communication Management Agent

As mentioned in Section 7.3.1 information of the user’s situation and needs, the available resources and their capabilities, as well as information about the environment are used to make media resource selection decisions. This information is accessible from the different information repositories but still need to be processed. Because the information repositories only allow certain attributes and variables and as these are known by the agent, rules can be formed which utilizes the information. This is done by the media resource selection algorithm which decouples the problems involved in the selection process in three parts: abstraction, reading and processing of user preferences, and notifying the user. Each part will be described in further detail in this section. In order to make the actual resource selection the agent first needs to make a few ab- stractions, such as the quantifiable variables mentioned in Section 7.3.1 (cost, privacy, and quality), and a mobility abstraction. The mobility abstraction is a new addition since previous work presented in [36] and is a measurement which signifies how mobile a media resource is, for example a mobile phone is portable and lets the user move around while a stationary computer is not. There is also a non quantifiable abstraction which is the scenario-detection. This abstraction is used to determine which situation the user is currently in. The situation description gained from the scenario-detection abstraction can be quite advanced and detailed. With the advanced rule sets and access to enough information the scenario-detection would be able to determine subtle differences in which situation the user is in. This would make it possible for the user to configure the behaviour of the media re- source selection in more detail, for example specify what should happen in specific locations, or how the system should behave when the user is performing certain actions. However, as mentioned in [26] the more detailed configuration and complexity, the more sensor data is needed and thus making it more difficult to deploy. Therefore, at current state, based on previous work from [27], only three different scenarios are detected: home, office and other, where other is considered as any public place. These abstractions are very granular and de- scribe a location rather than a complete situation. However, with such granular abstractions it is easy to determine the situation with few sensors which make it easier to deploy. It is also easy to add rules if more detailed scenario-detectionisdesired. Because only three different scenarios exist it is also relatively simple to create different rules for how the quantifiable abstractions should be calculated in the different scenarios. Here the user can also add preferences in the corresponding user information repository, for example if privacy should have precedence over cost in office scenarios. The indexes which are assigned to the media resources are relative to each other, meaning the resources 128 Enabling Multimedia Communication using a Dynamic Wearable Computer ... are assigned indexes in ascending order, starting from one, based on which resource is best for a given abstraction. The decision to determine which resource is best is based on the information stored in the media resource information repositories. For example, for a video camera it would be appropriate to compare frame rate, image quality and placement if there are more than one video camera available. When the abstraction creation part is done the algorithm can use the user preferences, located in the user information repository, to weigh together the different abstractions. These preferences will affect which resources are suggested to the user when there are several to choose from. The scenario-detection abstraction helps decide which of the different prefer- ences is applicable in a given situation and from here it is a rather simple procedure to select an appropriate media resource as the remaining variables are ordered in ascending order and a user preference exist. If desired, it is possible to create more complicated rules which take several factors into account although this will also make it more difficult for the user to configure the system. The user needs to be notified when the algorithm has selected a new media resource. This can be done in several different ways, however one matter which needs to be considered is that a user can utilize different resources with different capabilities. This means the way in which the user should be notified may differ as well. One way to solve this problem is using a remote user interface, meaning the actual user interface is specified by the resource which presents it. To send new information to the remote user interface the agent can send messages and events through a specified protocol to the remote user interface, which is described in further detail in the following section.

7.3.3 Remote Control User Interface

The Remote Control User Interface runs as an application on the user’s personal device. The purpose of the application is to present available media resources to the user, and enable the user to select which ones should be used. The application can also receive suggestions from the agent that a certain media resource should be used, so that the user interface can guide the user in selecting the most appropriate resource. The suggestions are computed by the agent based on the user’s current context, and involves taking quality, mobility, privacy concerns, and potential costs of using a resource into account. As the application only marks these suggestions in the user interface and does not automatically select them, the user is still in charge at all time and can override any faulty or improper suggestion from the agent. When the agent finds that a media resource has been added or removed in the user’s current information repository, it sends a message to the application that adds or removes its corresponding representation in the user interface. In a similar manner, when the agent has computed which media resource is the most appropriate to use given the user’s current context and situation, it sends a suggestion event to the application which emphasizes this in the user interface. These add, remove, and suggest operations are all generic and kept independent of the actual implementation of a user interface, meaning that different personal devices can have different types of interfaces based on their capabilities. Enabling Multimedia Communication using a Dynamic Wearable Computer ... 129

In order to have as few requirements on the user’s personal device as possible, the con- cept of UI remoting [38] is employed. This means the user interface is loosely coupled to the underlying functionality with a minimum of signaling between them. It also means one user interface can be replaced by another user interface, yet still be able to control the same func- tionality. For example, a handheld computer can employ a simple graphical user interface, while a mobile phone can have an audio only interface with speech control. An application running on a wearable computer could in turn employ a different kind of user interface, utiliz- ing everything from an ordinary GUI to gesture control and implicit user interaction to make the selection. In Section 7.4.7 an example implementation of a remote control application is presented. Internally, when the user selects a certain media resource in the user interface, the appli- cation sends a message to the agent informing it about the request. The agent in turn notifies the mobility management gateway to configure the media resource for use. Feedback is given explicitly by the user interface to mark which resources are being used, and the user will also notice this implicitly by seeing the resources activated — e.g. a video stream moved from the user’s head-mounted display onto a nearby TV screen.

7.3.4 Mobility Manager

To be able to switch to a selected media resource, a mobility management protocol is needed to redirect incoming and outgoing media streams to new media resources. In addition, media streams produced by new media resources must be integrated with the communication system being used, so that it looks like the media streams originate from the same user. For example, in a group communication system like Marratech [48], the user should only be given one identity, and be able to seamlessly switch to another media resource while communicating with another user. Mobility management in general can be divided into several subclasses. The most re- searched class so far is host mobility, which refers to preserving an active communication session while switching between network interfaces. Another class of mobility called session mobility refers to maintaining an active session while switching between devices or communi- cation services. In contrast to host mobility, session mobility aims particularly on suspending a session and then resuming the session on another device. It can be viewed as a subproblem of personal mobility which aims at providing access to services from anywhere, anytime, by using a personal identifier. This paper focuses specifically on how to provide session mobility for RTP-based com- munication systems. Figure 7.3 shows two major approaches, which are both supported by the framework. The first approach, as depicted in Figure 7.3(a), is to implement mobility sup- port in a proxy or gateway running in the network similar to the Personal Proxy proposed in the Mobile People Architecture [44]. Session mobility support can then be implemented by forwarding incoming and outgoing traffic via the Personal Proxy and transcode intercepted packets. For certain IP telephony gateways, the Megaco protocol [78] can be used for initial- izing and managing connections. 130 Enabling Multimedia Communication using a Dynamic Wearable Computer ...

Personal Communication Personal Management Agent Configure Mangement Mobility Managers Communication Agent

Configure Media Media Media Mobility Manager Resource Resource Resource

Mobility Mobility Mobility Mobility Manager Manager Manager Media Gateway Manager

RTP Packets RTP Packets RTP Packets RTP Packets Media Media Media Resource Resource Resource Media Gateway

(a) Mobility support in a media gateway. (b) Mobility support in communication tools.

Figure 7.3: Two ways of implementing mobility support.

The second approach of implementing mobility support is to add support directly to me- dia resources as depicted in Figure 7.3(b). One solution to this approach is to use the re- INVITE function available in the Session Initiation Protocol [28] to reestablish the commu- nication after switching to another media resource. For example, when a user switches to another media resource, the new media resource sends a re-INVITE message to the media resource which the old media resource was connected to. Another solution is to implement an application-level router in each media resource, which redirects media streams to different media resources used by the users. Independently on how mobility support is implemented, the agent must be able to con- figure the used mobility protocol. If mobility support is implemented in media resources, the agent must be able to tell all media resources how to reestablish the communication and handle different streams. Similarly, if it is implemented in a gateway, the agent must be able to tell the gateway how to transcode different streams. In the framework, this task is performed by the mobility manager. The mobility manager maintains an internal database called the media resource table, which contains information on how to handle different me- dia streams. The following two subsections discusses in more details how mobility support can be implemented, and what kind of information that must be stored in the media resource table.

Handling mobility support in a media gateway

In RTP-based communication systems, every media stream is assigned a unique identifier called synchronization source identifier (SSRC). In addition, every user is assigned an iden- tifier called canonical name (CNAME), which is used to map several SSRC to a particular Enabling Multimedia Communication using a Dynamic Wearable Computer ... 131 user. Hence, a simple solution to implement mobility support is just to use the same CNAME for every media resource belonging to a particular user, assuming the clients can select which media stream to present and block streams from inactive media resources. This will be further discussed in the next subsection. Configurable RTP translators in the gateway can be used to switch media streams without modifying the clients, if they can not select which media stream to present. In this case, the media resource table needs to contain information about which streams to use for every user in the session. The main advantage of implementing mobility support in a gateway is mainly that the communication tools providing the media resources can be kept unmodified. The gateway can even transcode media streams to provide interoperability between otherwise incompati- ble tools. However, a potential drawback is that additional delay may be added as the streams must be triangularly routed via the gateway instead of directly to the clients, assuming the mobility gateway is not integrated with another gateway required by the communication sys- tem.

Handling mobility support in media resources

An alternative solution to handle mobility in the gateway is simply to modify the graphi- cal interface provided by the media resources and select which streams should be active for each user. For example, notify a video sink which stream to present or decide which video component to show. In order to avoid inconsistency, this method requires all applications to be synchronized and have a common view of how the system is configured. One way of synchronizing the applications is to have a distributed protocol and replicate configura- tion settings. In the framework this is done by letting each media resource have a separate copy of a shared media resource table containing mappings between user identifiers and the CNAMEs of active components or streams. As only the agent updates the media resource table, synchronization can be implemented simply by transfering a new media resource table to the mobility manager located in the media resources, or letting the mobility manager fetch a new media resource table themselves. The main advantage of implementing mobility support directly in media resources is that it does not require a central for processing incoming and outgoing media streams. An- other advantage is that it does not require special RTP translators or special codecs. However, there are two drawbacks of handling mobility in media resources that should be emphasized. The first drawback is that the communication tools containing the media resources need to be modified, which may not always be possible. The second drawback is that several messages must be exchanged between media resources in order to synchronize the media resource table. This issue will be further investigated in the next section.

7.4 Evaluation

The framework described in Section 7.3 has been implemented and can be used for assisting developers to design ubiquitous communication systems. It follows a modular design to allow more advanced systems to be developed in the future. For example, the algorithm for select- 132 Enabling Multimedia Communication using a Dynamic Wearable Computer ... ing media resources can easily be replaced by upgrading the agent. The framework is also designed to allow different components to be loosely coupled. That is, different components can run on separate hosts and be dynamically added or removed in runtime. This is necessary to be able to support multiple users and be able to switch between media resources residing on different hosts. This section describes how the framework is implemented, analyses its complexity and bandwidth requirements, and describes the proof of concept prototype used in the nursing home scenario.

7.4.1 Framework Implementation

The framework4 is implemented in Java to be platform independent, which makes it possible to run on a wide range of platforms, including some mobile terminals. It provides a set of API:s which can be used to adapt multimedia communications systems so they can be used as media resources, this includes getting access to the media resource table mentioned in the previous section, and register communication tools to information repositories so that they can be discovered by the agent. It also provides API:s to specify parameters in the media resource selection algorithm to make it more accurate. It is also possible to use the API:s to develop sensors and integrate them with the framework. In addition, API:s are provided for developing remote control user interfaces customized for a specific device. To allow the components to communicate with each other, the framework provides an event notification service, which allows components to interact by sending and receiving event messages. In the current implementation, the event messages contain information about modified tuples, sensor data, or media resource tables, but can also be extended to transfer other information. By registering to a specific component, a component can receive event notifications when the status of that component changes. For example, the agent can register to an information repository and be notified when a particular tuple is modified, thus making it possible for it to react to changes such as when a user moves to another location. The event notification system is implemented using RMI (Remote Method Invocation), which is Java’s approach to Remote Procedure Calls. By using RMI a Java object can invoke methods on a remote object as if it was created locally. RMI is implemented using a mech- anism in Java called object serialization, which is used to to marshal and unmarshal method parameters when invoking a method on a remote object. However, as will be discussed in Section 7.4.3, object serialization can result in extra bandwidth utilization, thus limiting the scalability of the system. The rest of this section discusses different operations provided by the framework in more details and investigates the complexity of each operation.

Operations

The framework provides five categories of operations, which are needed to discover and switch to new media resources. add/remove/get information repository The first category is used to setup, dispatch, or aquire information repositories. In the current implementation, every communication 4Binaries and source code can be downloaded from http://media.csee.ltu.se/∼johank/ucmf/ Enabling Multimedia Communication using a Dynamic Wearable Computer ... 133

Information Remote Moblity Media Sensor Agent Repository Control UI Manager Resource

Generate information Update tuple repository event Generate suggestion event

Generate response event

Generate media resource event Update media resource table

Figure 7.4: Messaging between components when adding a tuple and switching to a new media resource.

tool is responsible for setting up their own media resource information repositories. Environment and user information repositories are created statically. To be able to remotely access information repositories, every information repository is assigned an unique identifier and registered to a global directory service. publish sensor data The second category is used by sensors to publish information to infor- mation repositories, i.e. add or update tuples in information repositories. change location The third category is used by location sensors to link information reposi- tories to other information repositories. This operation is similar to the publish sensor operation, but causes the agent to search for new media resources. update remote control user interface The fourth category is used to notify the user about discovered media resources and let the user decide if it should be used or not. change media resource The last category is used to synchronize media resource tables lo- cated in the mobility managers in order to allow the user to carry out a switch to another media resource.

Figure 7.4 shows a sequence diagram illustrating interactions between components when adding a tuple (publishing sensor data), which cause the system to switch to a new media resource. After a sensor has added or updated a tuple in a particular information repository (e.g. a media resource information repository), a information repository event is generated, which is later received by the agent. The agent then compares the affected media resource to investigate how it perfoms in relationship to the currently used media resource. This is done using the media resource selection algorithm described in Section 7.3.2. If the agent found the media resource to be better it generates a suggestion event, which is sent to the remote control user interface to consult the user. If the user accepts the new media resource, a response event is sent back to the agent. If the user accepts the suggestion, the agent sends a media resource event to the all registered mobility mangers, which makes sure all media resource tables are synchronized. 134 Enabling Multimedia Communication using a Dynamic Wearable Computer ...

Personal Environment Media Resource Remote Moblity Media Sensor Information Information Information Agent Control UI Manager Resource Repository Repository Repository

Generate Update location information repository event

Get media resource information repository link

Media resource information repository links

Get information

Information Generate suggestion event

Generate response event

Generate media resource event Update media resource table

Figure 7.5: Messaging between componenst when changing location and switching to a new media resource.

Figure 7.5 shows a similar sequence diagram as the one just discussed, but shows inter- actions between components when re-linking a user information repository to another envi- ronment information repository. In this case, a location sensor updates the tuple in the user information repository containing the link to the current environment information repository, which causes a information repository event to be generated. When the event is received by the agent, it accesses the new environment information repository to get a list of references to all media resource information repositories registered to the environment information repos- itory. It then traverses all media resource information repositories to find out information about the new media resources, and uses the media resource selection algorithm to calculate which one is best to use. Given the results from the selection process it generates a sugges- tion event to the remote control user interface, and updates remote media resource tables as previously described. As the framework requires several messages to be exchanged between components, it is important to analyse how the total number of messages increases when the number of users and available media resources increases. It is also important to be aware of how much bandwidth these messages will consume as that limits the scalability of the system. For example, as will be investigated later in this section, the bandwidth overhead introduced by the event messages directly limits the total number of sensors that can be attached to a information repository. The next subsection discusses these issues in more details and analyses the message complexity of each operation and bandwidth overhead implications of the current implementation. Enabling Multimedia Communication using a Dynamic Wearable Computer ... 135

7.4.2 Message Complexity

Message complexity can be defined as how many signalling messages are needed to perform a specific operation. Table 7.1 summarizes the number of messages that needs to be sent per operation and user. The first column in the table shows the number of messages that needs to be sent if all components run on separate hosts. The second column shows the number of messages that needs be sent if all information repositories, the directory service, and the agent run on the same host, and the third column shows the number of message that needs to be sent if all sensors, all information repositories, and the agent run on the same host. The complexity of the add information repository operation depends on how the direc- tory service is implemented and if the information repositories are running on one host or dis- tributed over several hosts. In the current implementation three messages need to be sent. The first two messages are sent to get access to the directory service, which is also implemented using RMI. The third message registers the new information repository to the directory ser- vice. Note that zero messages need to be sent if the directory service and all information repositories run in the same virtual machine.

Table 7.1: Minimal number of messages required per operation.

Operation Separate hosts Info. Rep.+Agent All (except media resources) Add information repository 3 0 0 Remove information repository 3 0 0 Get information repository 4 0 0 Publish sensor data 2 1 0 Change location 4 + 2 ·m 10 Update Remote Control UI 2 2 2 Change media resource 1 + u 1 + u 1 + u Change media resource (GW) 1 1 1

In the table, m is the total number of media resources attached to a specific environment information repository, and u the total number of users. As can be seen, all operations except the change location and the change media resource operation are O(1). The complexity of the change location operation is dependent on the number of media resources registered to an environment information repository, and is therefore O(m). This is because the agent needs to traverse all media resource information repositories in order to obtain information about them. The geographical area that an environment information repository represents may of course differ, but if the geographical area is small it is unlikely that m is significantly large. Therefore, the change location operation is in reality an inexpensive operation in terms of message complexity. The complexity of the change media resource operation on the other hand depends on how session mobility management is implemented. If mobility management is implemented in a media gateway, only one media resource update event needs to be sent. However, if mobility management is implemented in the media resources, media resource events need to be sent to all media resources connected to the session. This operation is O(u) as update messages must to be sent to every user, and can thus be expensive if there are many connected users and the message size is significantly large. Note that sending a large 136 Enabling Multimedia Communication using a Dynamic Wearable Computer ... amount of messages may not only result in increased bandwidth overhead, but can also result in decreased user perceived performance if it takes long time to complete an operation. As can be seen in Table 7.1, the total number of message can be significantly reduced if the components run together in the same virtual machine. For example, it would mean the number of messages needed to publish sensor data can be reduced when the sensor runs together with the information repository, or the events generated by the information repository can be reduced if parts of the agent run together with the sensor. However, it may not always be possible to run all components in the same virtual machine. For example, several sensors that measure jitter in different media resources can not run on the same machine because the media resources normally run on different hosts. Hence, a good design rule is to try to locate an information repository close to the actual sensor that publish data to it.

7.4.3 Bandwith Overhead

Bandwidth consumption was measured using Ethereal [17] and includes IP and TCP headers. Table 7.2 summarizes bandwidth required to execute different operations. The data presented in the table are average values from 30 runs using a Intel Pentium 4 (3.4 GHz) computer running on a 2.6.12 kernel.

Table 7.2: Bandwidth consumption per operation in kB.

Operation Separate hosts Info. Rep.+Agent All (except media resources) Add information repository 5.00 0 Remove information repository 5.00 0 Get information repository 4.90 0 Publish sensor data 5.35.30 Publish sensor data (keep-alive) 0.30.30 Change location 9.3 + 3.8 ·m 5.30 Update Remote Control UI 8.08.08.0 Change media resource (all) 26.1 + 2.0 ·u 26.1 + 2.0 ·u 26.1 + 2.0 ·u Change media resource (diff) 26.1 + 15.1 ·u 26.1 + 15.1 ·u 26.1 + 15.1 ·u Change media resource (GW) 41.241.241.2

As can be seen, using RMI to implement the event notification is quite expensive in terms of bandwidth overhead. One reason is that the current implementation is not optimally imple- mented as some supplementary remote calls are executed to implement the change location and the change media resource operation. Although it was not as efficient as it could be, it was deemed appropriate to perform a bandwidth measurement of the framework as it was deployed in a real scenario. In the table, two versions of the publish sensor data operation are presented. The differ- ence between the publish sensor data and the publish sensor data (keep-alive) version is that the connection to the information repository is not dropped in the keep-alive version. Using keep-alive significantly reduces the bandwidth overhead. In the table, three versions of the change media operations are also presented. In the first version, change media resource (all), a separate copy of a media resource table is copied (serialized) to all clients. In the second Enabling Multimedia Communication using a Dynamic Wearable Computer ... 137 version, change media resource (diff), only the differences between the old and the new me- dia resource table are sent. As can be seen, only sending the difference is much more efficient in term of bandwidth consumption compared to sending the whole table. In the third version, change media resource (GW), mobility management is implemented in a media gateway. In this case, only two messages need to be sent, which is the best solution in regards to signalling bandwidth overhead.

Table 7.3: Number of sensors on a 10Mbit network.

Update frequency 10 Hz 5 Hz 1 Hz 0.1 Hz No keep-alive 24 48 241 2415 Keep-alive 426 853 4266 42666

Using Table 7.2, it can be calculated how many sensors that can maximally be attached to a information repository. As can be seen in Table 7.3, when not using keep-alive and publish- ing sensor data in frequency of 10 Hz, only 24 sensors can be used at the same time on a 10 Mbit network. In this case, all bandwidth is consumed by the sensors, leaving no bandwidth to other applications or users. The number of sensors can be increased by decreasing the update frequency and keeping the connection to the information repository. Needless to say, minimizing message headers is crucial when building a large scale system.

7.4.4 Time Complexity

Time complexity can be definied as the amount of time it take before all media resource tables are synchronized. Theoretically, the time complexity for the change media resource operation when handling mobility in the media resources is O(u),orO(1) if multicast is used instead of unicast to distribute the events. On the other hand, if mobility is implemented in a gateway only one message needs to be sent. To evaluate how large this delay may be, an experiment was conducted by connecting test clients to the system and vary the number of connected clients. Each test client was started as a separate process running on the same machine as the rest of the system. The test clients only contained a mobility manager and a media resource table, i.e. it did not have any multimedia processing capabilities. As interprocess communication was done via the loopback interface, network delay was not taken into account. However, the purpose of the experiment was not to simulate a real ubiquitous environment, but rather study the performance of the current implementation. Figure 7.6 shows the results from the experiment. As can be seen, the delay is about one second for only ten users, which makes it hard to seamlessly switch media resources in the middle of a conversation, although this delay can be reduced with better hardware. Another way to reduce the delay is to only send differences between media resource tables instead of sending the complete media resource table. Moreover, only sending media resource tables changes significantly reduce the time it takes to synchronize the system. 138 Enabling Multimedia Communication using a Dynamic Wearable Computer ...

Time complexity 5000 All media resource table entries (Intel P4, 3.2 GHz, 2GB memory) All media resource table entries (AMD Athlon, 1.2 GHz, 384 MB memory) One media resource table entry (Intel P4, 3.2 GHz, 2GB memory) One media resource table entry (AMD Athlon, 1.2 GHz, 384 MB memory)

4000

3000 Time [ms] 2000

1000

0 0 10 20 30 40 50 60 Number of users in addition to oneself Figure 7.6: Time before all clients are synchronized.

7.4.5 Proof of Concept

A proof of concept system was implemented to demonstrate the framework being used in a real world scenario. The setting chosen for this scenario was a local nursing home, because earlier research on the deployment and prototyping of wearable computers for communi- cation was conducted there [14]. The scenario concerns a nurse attending a patient, while having a remote expert (e.g. a physician or physical therapist) provide guidance and offering a secondary opinion on the case. To enable communication with the remote expert sitting in front of an ordinary desktop computer, the nurse utilizes wearable computing technology (e.g. head-mounted displays, headsets and cameras), through which audio and video from the meeting can be conveyed back and forth.

7.4.6 Scenario

In our scenario, the nurse utilizes a wearable computer with a head-mounted display which can be used to see the remote expert, as well as a head-mounted camera for examining a pa- tient up close with free hands. As the nurse enters the room of a patient, a positioning system recognizes that the nurse now has access to a new information repository. In this information repository, two media resources are detected, a television screen and a web camera on top of it. The remote control user interface running on the nurse’s wearable computer is notified by the agent that there are two media resources with better quality (the Q abstraction is lower) compared to the currently used media resources. The nurse now has the option of using the new media resources while remaining inside the room. When the nurse starts to examine the patient, the nurse is at first guided by the remote expert but soon finds it better if the expert can discuss with the patient directly. The nurse therefore chooses to use the TV screen instead of the head-mounted display to present the expert, so that both of them can watch the expert at the same time. As the video is now seen on a public display, the image disappears from the head-mounted display to avoid distracting the nurse. As the expert requests the patient to Enabling Multimedia Communication using a Dynamic Wearable Computer ... 139 stand up and perform certain movements to determine the patient’s physical health, the nurse switches to the web camera to get an overview of the room as the patient walks around. When the examination is over, the nurse leaves the room and thereby also the information repos- itory, with the result that all the media streams are brought back to the wearable computer again.

7.4.7 Prototype Implementation

To realize the implementation of a functional communications system ready for deployment, the framework was integrated with a commercial e-meeting system called Marratech [48]. Marratech supports real-time audio, video, and chat communication over the Internet, in combination with application sharing and a shared whiteboard and web browser, to enable people to meet online from their ordinary desktop computer. Although Marratech was chosen for this specific implementation, other systems offering similar functionality should equally well be possible to integrate with the framework to realize the same kind of communications system.

Figure 7.7: The remote control user interface depicting two media resources.

The Marratech system consists of a central server called the Marratech Manager, together with Marratech clients connected to the server via IP multicast or unicast to enable group communication. Even though it would be possible to modify the Marratech Manager, changes were made to the Marratech clients instead as it was simpler. This was done by modifying the user interface as described in Section 7.3.4. Each client was thereby made to function as a media resource containing one media sink (the video output on screen) and one media source (the camera-based video capture). Normally, each client presents an overview of all other clients in the e-meeting so that a user can see all the users who are participating. As each client now represents a media resource instead of a live participant, all media resource types belonging to the same user are aggregated to the same component in the user interface. For example, if the user has several video sources (cameras), these are grouped so other users only perceive one video stream for that particular user. Thus, as a user switches between different media resources in the framework, the mobility manager updates the clients to reflect this in their graphical user interface. The sensor data required for detecting when new media resources become available were simulated by a Wizard of Oz method [12]. This was done for the purpose of robustness when demonstrating the proof of concept system. The authors could manually change the nurse’s location in the system through a simple GUI. It was developed for the purpose of representing 140 Enabling Multimedia Communication using a Dynamic Wearable Computer ...

Wearable computer Information Repository / Marratech Manager server (Sony Vaio U70P, (Dell Latitude D600, 1.7 GHz Pentium M, 1 GB RAM) 1 GHz Pentium M, 512 MB RAM)

Wireless LAN (IEEE 802.11b) Web camera

Remote expert’s computer TV screen (Dell Latitude C400, 1.2 GHz Pentium III, 512 MB RAM)

Figure 7.8: System components used in the nursing home scenario. the available information repositories, users and media resources as nodes in a graph, making it possible to easily connect a user to a certain information repository. For showing available media resources to the user, a simple remote control user interface application was developed to run on the wearable computer. This application pops up a list of buttons depicting available media resources when the user enters a new information repository, and the nurse can thereby select on the computer’s touch screen if any external resources should be used. Figure 7.7 depicts this user interface as it appears to the user when having entered the room; the left icon represents the TV screen, while the right icon represents the web camera. The red exclamation mark over the TV informs the user that utilizing this media resource can have privacy issues because it is a public display.

7.4.8 Hardware used in the Scenario

In terms of hardware, the realization of the scenario in the nursing home required a number of components. As the medical workers’ ordinary computers are locked down due to their handling of sensitive patient information, a number of laptops were brought to the site to- gether with a wearable computer on which the framework and other necessary software was installed. Because of restrictions and security concerns of the in-house IEEE 802.11g wire- less network, a separate WLAN was setup for the scenario using an IEEE 802.11b access point. Figure 7.8 illustrates the complete setup. The “information repository server” runs an information repository for the current patient room, In addition, it also runs a modified Marratech client and a Marratech Manager to en- able communication. The client’s video is displayed on a TV inside the room by having an S-video connection to the laptop. Video capture is handled by a web camera connected via USB, placed on top of the TV to get an overview of the room. The “Remote Expert’s com- puter” runs a modified Marratech client which allows the remote expert to communicate with Enabling Multimedia Communication using a Dynamic Wearable Computer ... 141 the nurse. The “Wearable Computer” is mounted on a vest so it can be worn by a nurse. The vest is reinforced with straps holding together the cables and stabilizing the body-worn cam- era, microphone and loudspeaker, providing the nurse with audio and video communication abilities. An SV-6 head-mounted display from MicroOptical can optionally be connected to the computer, to provide information directly to the nurse in private. Alternatively, the nurse can utilize the computer’s display to receive visual information, and as the display is touch sensitive the nurse can also use it to operate an ordinary graphical user interface if needed. The communications software consists of a modified Marratech client integrated with the prototype.

7.4.9 Evaluation by End Users

The purpose of the evaluation was to get initial feedback on the usability of the system, and validate whether the framework has the intended benefits. Having used an ordinary wearable computer in previous research projects run by the authors, the nurses were well aware of the concept of wearable computing and how such a system could be utilized in their daily work. They were first given an introduction to the functionality enabled by the framework and the different components, followed by the scenario being enacted. The nurses could then see how new media resources became available once they entered the patient’s room, and change between the display of the wearable computer and the TV screen as they desired. They could also toggle between an overview of the room and details captured by the wearable’s camera. Figure 7.9 illustrates the setup. As the group of nurses was very small and consisted of only two persons, no statistically relevant data could be retrieved from this test. Instead, we handed out inquiries and followed up with a discussion about the scenario in order to find answers for some of the research questions posed in the introduction. Although they were only two, their input is valuable as they have used wearable computers before and are active nurses in elderly care. In regards to the first research question listed in the introduction, the nurses were asked if the switch between media resources really was transparent. The responses on the inquiries indicated that there were indeed no undesirable side effects; the nurses did not find the switch between the wearable computer and the TV screen distracting. During the discussion they also mentioned they did not notice any delay associated with this action, as the switch hap- pened instantaneously when they pushed the button to change displays. In regards to the second research question, the nurses were asked if the dynamic wearable computer was really automatically configured, or if excess user intervention is required at some point. The responses in the inquiries here unanimously indicated that it was very easy for the nurses to select new media resources for utilization. Because of the simplicity of the remote control user interface, where only two large easily identifiable buttons were needed, this made the remote control very easy to understand according to the nurses. The nurses were also asked, as an overall question regarding the purpose of this research, whether they really appreciate having this functionality of switching between devices, or if they would rather prefer a traditional wearable computer with everything readily available in their clothing. As the nurses have earlier experience of using such a wearable computer, this 142 Enabling Multimedia Communication using a Dynamic Wearable Computer ...

(a) A nurse using a stat- (b) A nurse using a dynamic wearable computer while performing ically configured wear- an examination of another nurse playing the role of patient, with able computer. the remote expert (in this case one of the authors) visible on the TV screen offering guidance. The web camera on top of the TV also provides a view of the examination for the expert.

Figure 7.9: Wearable computers used in the scenario.

was a valid question to see what system they would prefer. The nurses’ responses, both in the inquiries and in the discussion, indicated that they preferred a dynamic wearable over a traditional wearable computer. By being able to utilize external devices in the patient’s room, they could more easily select whether to bring the full wearable computer or a lightweight computer for certain purposes. Even though this freedom of choice required additional user interaction when selecting between media resources, the simplicity of the remote control user interface made it easy to comprehend. Furthermore, there is the general question of whether changes between media resources is really unobtrusively handled. As the concept of wearable computing is being employed here, this is an important question to address to ensure that its use in real life situations will not impede or hinder the user. Currently, the agent can compute which media resource is appropriate to use and send a suggestion event to the remote control user interface. In theory, the system could automatically follow this suggestion and perform the change unobtrusively without user intervention. However, an earlier user study [27] indicated that users do not want a completely automated system unless it is 100% accurate. As such a reliable system can be very difficult to realize outside of a lab environment, the user need to be in control and at any time be able to override erronous suggestions from the system, at the cost of requiring an extra interaction to confirm this selection. Enabling Multimedia Communication using a Dynamic Wearable Computer ... 143

7.5 Discussion

This paper has presented a framework for ubiquitous multimedia communication, which al- lows media resources in the surrounding environment to be combined with a wearable com- puter carried by a user, thus realizing the concept of a dynamic wearable computer. In the introduction of this paper, the following research questions were posed.

1. What functionality is needed to transparently combine and switch between resources carried by the user and those available in the environment?

2. What functionality is needed to automatically configure resources to be used in the dynamic wearable computer?

3. How can the distributed information storage infrastructure be designed to provide easy access to information and support the decision making process?

In relation to the first research problem, the paper has discussed several methods that can be used to switch between different media resources. Independently of which method is used, a new identifier is required to map each user to the different media resources they are currently using. In the framework, these mappings are stored in a database called the media resource table, which is updated by the mobility manager. The paper has shown that the number of messages can be significantly reduced if the mobility manager is added to a gateway instead of directly to media resources. However, the drawback of adding the mobility manager to a gateway is that it may require modifications to both the clients and the gateway if RTP translators are not added to the gateway and the clients can not select which media streams to present. Because of this drawback, the mobility manager was added directly to the media resources in the proof of concept prototype used in the nursing home scenario. Nevertheless, the paper has shown that it may take some time to synchronize media resource tables if the mobility manager is added to the media resources, thus making it hard to transparently switch between media resources. In relation to the second research question, the paper has proposed an agent based sys- tem which uses an algorithm to automatically select and configure media resources. When a media resource is selected the user is notified through a remote user interface, which is customized to a specific control device. To minimize the effects of a faulty selection, the user needs to make an active choice in selecting the media resource, although this choice is simplified by the automized suggestion. Because the user has to make an active choice, the requirements on the algorithm used for making selections are lowered, since the user al- ways have the final say. The selection of media resources is based on user preferences, the current scenario, and the quantified abstractions cost, mobility, privacy and quality. These abstractions are based on contexts from sensors and manually inputted. The information structure used to store contexts is addressed by the third research ques- tion. The paper suggests an ontology called information repositories, which divides the infor- mation structure into three different domains: the user domain, the environment domain, and the media resource domain. By dividing the information structure in this way, it is possible to link different information repositories together in a distributed and logical way to provide 144 Enabling Multimedia Communication using a Dynamic Wearable Computer ... easy access to information. It also provides means for access control based on locality, for example a user only gains access to information if the user is in the vicinity. In the same man- ner, it would also be possible to create group information repositories, which provides access to media resources and information to group members. Another advantage of dividing the information structure this way, is that the domains have their own list of permitted contexts, which are interpreted differently based on which domain they are in. However, for the media resource information repository, there are also different permitted contexts based on which media resource type it is for, e.g. audio sink/source, video sink/source, etc. This structure simplifies the decision making process by providing the agent with known contexts, which can be used to make abstractions. The paper also presents a proof of concept prototype which has been tested in a real world scenario, as well as in a laboratory setting. The results from the laboratory investiga- tion shows that reducing bandwidth overhead caused by signalling between components is crucial, especially when building a large scale system. The current implementation uses RMI for message passing which introduces significant overhead because of serialization. This overhead causes a problem with bandwidth usage, as the distributed system requires a large number of messages to be sent. A more efficient solution would be to reduce the message size by creating a special purpose protocol for communicating between components. Another way to make it more efficient is to reduce the number of sent messages. This can for example be done by locating the sensor and the media resource on the same host as the corresponding information repository. The results from the brief testing in the real world scenario indicates that the prototype has potential to increase efficiency and save time. Compared to an ordinary wearable com- puter unable to utilize media resources in the surrounding environment, the dynamic wearable computer was deemed better as it allowed for a more flexible and lightweight system. The scenario investigated in this paper targets a nursing home, although it can be applied to other situations and types of users. Having a working framework makes it possible to develop other dynamic wearable systems that can be utilized in other interest groups. To summarize, this paper has proposed a framework for multimedia communication en- abling dynamic wearable computing in ubiquitous environments. The framework offers fun- damental building blocks which can be used to create prototypes for many different scenarios, thereby making it possible to deploy and evaluate future ubiquitous multimedia communica- tions systems for providing richer communication. The proof of concept prototype, which was deployed and evaluated in this paper, has shown that it is possible to create a dynamic wearable computer in a nursing home scenario. Although the framework has been success- fully tested, there are still several issues which need to be resolved, including how to minimize the bandwidth usage and number of messages being sent. However, the paper has suggested a few solutions to these issues, which will be considered in future versions of the framework. Enabling Multimedia Communication using a Dynamic Wearable Computer ... 145

7.6 Acknowledgements

This work was funded by the Centre for Distance spanning Health-care (CDH), the Centre for Distance spanning Technology (CDT), and the C4 project which is supported by EU structural funds. 146 Bibliography

147

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