Overview on Wearables
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-Planetary Collegium Summit, Montreal 2007 Overview on wearables Laura Beloff 2006 Independent artist, researcher Planetary Collegium - Plymouth University Keywords: wearables, wearable computers, wearable media, mediated reality, augmented reality, art The development of wearable computers is closely linked to the development of augmented reality, both of which have been motivated by two primary goals; the need for people to access information while being on the move and the need for people to better manage information according to Barfield & Caudell. (Barfield and Caudell, 2001) We have invented glasses, microscopes, etc. to augment our vision and wristwatches to better manage our time. Recently we have developed mobile phones to better manage our lives and our social networks. This paper starts with a brief overview of the history of augmented/mediated reality, and continues to survey a few writers and themes in the wearable field and its history with a focus on more historical or theoretical approaches, and less on the practical and technical. My personal1 interest is in artistic approaches, which could be described by ‘wearables as an artistic strategy’. There are an increasing amount of artistic works and experiments which remind or reference (in their look and functions) wearables, but do not necessarily fulfill the desired characteristics of wearable computers, and are neither focusing on design solutions for wearability. There is still very little existing literature on the artistic side of wearables, although wearable computers as a research field is otherwise fairly well covered in literature. This paper is a general overview of the field. One of the common contemporary devices influencing a certain kind of transformation of perception is the fairly recently appearing 3G-videophone. It has been surprising to see my –then three year old (2005) - daughter speaking into an ‘ordinary’ mobile phone (she has never seen a 3G phone in videophone use) with her grandmother. During the conversation she wanted to show something to grandmother. She simply said “look” and turned the phone towards the thing she wanted to show. She did this completely naturally as an obvious way to function, without any knowledge that Nokia has been promoting the 1 My main activity is as a practicing artist. http://www.realitydisfunction.org, http://www.saunalahti.fi/~off/off videophone-feature exactly in this way with small guidance movies inside the phones with 3G capabilities. In addition to the concept of videophone or visual phone (seeing the face of a person one is talking with) at least Nokia-3G-phones are promoted with an idea of shared real-time vision. Augmentation and wearable computers. A famous scientific experiment with the transformation of the perceptual world is by George Stratton. In the 1890s he experimented with upside-down glasses that inverted his visual field of view. He was wearing the glasses continuously for eight days in his normal environment and activities. He later reported that on the fourth day things seemed to be upright rather than inverted and on the fifth day he was able to function and move around his house quite normally. He also noticed that after removing the reversing lenses, it took several hours for his vision to return to normal. (Stratton, 1896) Later on, there have been others following in Stratton’s footsteps in researching transformations of the perceptual world, for example, Huber Dolezal (Dolezal, 1982) and Ivo Kohler2 (Kohler, 1964, Kohler, 1962). Steve Mann3 writes in his article “Mediated Reality with implementations for everyday life” (Mann, 2002): "These eyeglasses [by Stratton], in many ways, diminished his perception of reality. His deliberately diminished perception of reality was neither graphics enhanced by video, nor was it video enhanced by graphics, nor any linear combination of these two. (Moreover it was an example of optical see-through that is not an example of registered illusory transparency, e.g. it problematizes the notion of the optical see-through concept because both the mediation zone, as well as the space around it, are examples of optical-only processing.)" According to Mann, Stratton was the one who introduced the concept of mediated reality4 and presented his research with two important ideas: “1. the idea of constructing special eyeglasses to modify how he saw the 2 Ivo Kohler experimented with special prism glasses that distorted vision such that a straight line would appear curved. After some time of wearing these glasses the subjects' perception adjusted so that the curved lines appeared straight. When the glasses were removed again straight lines appeared to be curved in the opposite direction for a period of time until the subjects were able to readjust to normal vision. http://www.creationism.org/csshs/v05n1p13.htm [accessed 18.12.2006] 3 Steve Mann is considered by many to be the inventor of WearComp (wearable computer) and WearCam (eyetap camera and reality mediator). He is currently a faculty member at University of Toronto, Department of Electrical and Computer Engineering. Dr. Mann has been working on his WearComp invention for more than 20 years, dating back to his high school days in the 1970s. He brought his inventions and ideas to the Massachusetts Institute of Technology in 1991, and is considered to have brought the seed that later become the MIT Wearable Computing Project. He also built the world's first covert fully functional WearComp with display and camera concealed in ordinary eyeglasses in 1995, for the creation of his award winning documentary ShootingBack. He received his PhD degree from MIT in 1997 for work including the introduction of Humanistic Intelligence. He is also inventor of the Chirplet Transform, a new mathematical framework for signal processing, and of Comparametric Equations, a new mathematical framework for computer mediated reality. 4 The term “mediated reality” is a general framework proposed to include broad range of devices for modifying human perception or mixing perception with the various aspects of reality and virtuality. world; and 2. the ecologically motivated approach to conducting his experiments within the domain of his everyday personal life." (Mann, 2002) The modifying of human perception and the development of head mounted displays have been closely linked to the development of wearable computers. Ivan Sutherland, a pioneer in the field of computer graphics and often thought as 'the father of virtual reality', wrote an article "The Ultimate Display" in 1965 while he was researching the immersive technologies and developing a see-through head-mounted display. "A display connected to a digital computer gives us a chance to gain familiarity with concepts not realizable in the physical world. It is a looking glass into a mathematical wonderland." He concludes the short article with the following vision: "The ultimate display would, of course, be a room within which the computer can control the existence of matter. A chair displayed in such a room would be good enough to sit in. Handcuffs displayed in such a room would be confining, and a bullet displayed in such a room would be fatal. With appropriate programming such a display could literally be the Wonderland into which Alice walked." (Sutherland, 1965) His head mounted displays used a transparent visor. The users were immersed in augmented reality; the physical environment overlaid by computer graphics on the visor. Ana Viseu5 defines clearly two different approaches dealing with the relationship between physical and digital worlds: simulation and augmentation. According to her simulation imitates the physical environment via the use of digital elements and keeps both spheres relatively separate. Augmentation uses the digital world to enhance the physical world. She writes: “The ’90s were a time of “virtual supremacy”. The dominant image was that of disembodied minds roaming and growing in cyberspace, of immersive virtual environments, and of digital intelligences that, being created in our image, would soon exceed our own possibilities. The digital elements were endowed with characteristics of the physical world, but both spheres were kept relatively independent. I call this approach simulation.” (Viseu, 2001) Based on Viseu’s definition the most of the virtual reality projects and experiments are simulation, while –for example- wearable computing would be augmentation. “"Augmentation goes a step beyond simulation, the digital is incorporated in the physical without necessarily showing its presence: Here, the human is no longer the measure of all things, the entity that machines are designed to imitate. The human body is viewed as being deficient, in need of improvement, of being enhanced with computing capabilities." She continues: "Rather than building self-contained machines, machines and humans are coupled together into a new hybrid actor." (Viseu, 5 Dr. Ana Viseu is a Research Associate in the Department of Science at Technology Studies, Cornell University, where she researches the social and ethical dimensions of nanotechnology and nanoscience. She specializes in science and technology studies, studies of innovation, and ethnographic research. Her research interests focus on questions of technological agency, embodiment and identity and the ways in which these notions are constructed and transformed through and within emergent information technologies. Ana received her doctorate from the University of Toronto in 2005. Her thesis critically examined