DOCTORA L T H E S I S
Luleå University of Technology
Department of Computer Science and Electrical Engineering Media Technology Research Group
2006:60|: 02-5|: - -- 06 ⁄60 --
Interaction Aspects of Wearable Computing for
Human Communication
Mikael Drugge
of Wearable Computing for Human Communication
Mikael Drugge
Media Technology Research Group
Department of Computer Science and Electrical Engineering Luleå University of Technology
SE–971 87 Luleå Sweden
December 2006
Supervisor
Ph.D. Peter Parnes, Luleå University of Technology
Abstract
This thesis presents the use of wearable computers 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 user interface 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 real life. 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 systems 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.
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Contents
Abstract iii
Preface xi
Publications xiii
Acknowledgments xv
1 Thesis Introduction 1
1.1 Introduction . . . . 3
1.2 Thesis Organization . . . . 3
1.3 Background and Motivation . . . . 4
1.3.1 Wearable Computing . . . . 4
1.3.2 Ubiquitous and Pervasive Computing . . . . 6
1.3.3 Video Conferencing and E-meetings . . . . 7
1.3.4 Mobile E-meetings . . . . 8
1.3.5 Motivation of Thesis . . . . 11
1.4 Research Questions . . . . 11
1.5 Scope and Delimitation of the Thesis . . . . 14
1.6 Research Methodology . . . . 14
1.7 Summary of Included Publications . . . . 16
1.8 Wearable Computing for Human Communication . . . . 18
1.8.1 Mobile E-Meetings through Wearable Computing . . . . 19
1.8.2 Managing Interruptions and Notifications . . . . 22
1.8.3 Prototyping and Deploying Mobile E-Meeting Systems . . . . 24
1.9 Discussion . . . . 28
1.9.1 Future Research Directions . . . . 31
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1.9.2 Conclusions . . . . 31
1.10 Personal Contribution . . . . 32
2 Sharing Experience and Knowledge with Wearable Computers 35 2.1 Introduction . . . . 37
2.1.1 Environment for Testing . . . . 38
2.2 Related Work . . . . 38
2.3 The Mobile User . . . . 38
2.3.1 Hardware Equipment . . . . 39
2.3.2 Software Solution . . . . 40
2.4 Beyond Communication . . . . 41
2.4.1 Becoming a Knowledgeable User . . . . 41
2.4.2 Involving External People in Meetings . . . . 42
2.4.3 When Wearable Computer Users Meet . . . . 43
2.5 Evaluation . . . . 44
2.5.1 The Importance of Text . . . . 44
2.5.2 Camera and Video . . . . 46
2.5.3 Microphone and Audio . . . . 46
2.5.4 Transmission of Knowledge . . . . 46
2.6 Conclusions . . . . 47
2.6.1 Future Work . . . . 47
2.7 Acknowledgements . . . . 47
3 Experiences of Using Wearable Computers for Ambient Telepres- ence and Remote Interaction 49 3.1 Introduction . . . . 51
3.1.1 Related Work . . . . 52
3.2 Everyday Telepresence . . . . 54
3.3 Wearable Computers . . . . 56
3.4 Experiences of Telepresence . . . . 58
3.4.1 User Interface Problems . . . . 59
3.4.2 Choice of Media for Communicating . . . . 61
3.5 Evaluation . . . . 62
3.5.1 Time for Setup and Use . . . . 62
3.5.2 Different Levels of Immersion . . . . 63
3.5.3 Appearance and Aesthetics . . . . 66
3.5.4 Remote Interactions made Possible . . . . 68
3.5.5 Summary . . . . 68
3.6 Conclusions . . . . 69
3.6.1 Future Work . . . . 69
3.7 Acknowledgments . . . . 70
4 Methods for Interrupting a Wearable Computer User 71 4.1 Introduction . . . . 73
4.1.1 Related Work . . . . 74
4.2 Experiment . . . . 75
4.2.1 Real World Task . . . . 75
4.2.2 Interruption Task . . . . 76
4.2.3 Combining the Tasks . . . . 76
4.2.4 Treatments . . . . 77
4.3 User Study . . . . 79
4.3.1 Test Session . . . . 79
4.3.2 Apparatus . . . . 80
4.4 Results . . . . 82
4.4.1 Comparison with Base Cases . . . . 83
4.4.2 Pairwise Comparison of Treatments . . . . 84
4.4.3 Comparison with Original Study . . . . 85
4.4.4 Subjective Comments . . . . 85
4.5 Conclusions . . . . 86
4.5.1 Future Work . . . . 86
4.6 Acknowledgments . . . . 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
5.2 Related Work . . . . 90
5.3 Experiment . . . . 91
5.3.1 Primary Task . . . . 91
5.3.2 Interruption Task . . . . 92
5.3.3 Methods for Handling Interruptions . . . . 92
5.4 User Study . . . . 93
5.4.1 Apparatus . . . . 94
5.5 Results . . . . 96
5.5.1 Time . . . . 98
5.5.2 Contacts . . . . 99
5.5.3 Error rate . . . 101
5.5.4 Average age . . . 101
5.6 Evaluating the apparatus . . . 101
5.7 Conclusions . . . 102
5.7.1 Future Work . . . 103
5.8 Acknowledgments . . . 103
6 Wearable Systems in Nursing Home Care: Prototyping Experi- ence 105 6.1 Introduction . . . 107
6.2 Scoping the Project . . . 108
6.3 Paper Prototyping . . . 109
6.3.1 Paper, Pen, and Plastic . . . 109
6.3.2 Paper Prototyping Benefits . . . 110
6.4 Moving to Multimodal Devices . . . 111
6.4.1 Wearable Prototype . . . 111
6.4.2 Communication Application . . . 111
6.4.3 Wizard of Oz Testing . . . 112
6.4.4 Feedback From the Nurses . . . 113
6.5 Final Remarks . . . 114
6.6 Acknowledgments . . . 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
7.3 The Ubiquitous Communication Management Framework . . . 122
7.3.1 Information Repositories . . . 124
7.3.2 Personal Communication Management Agent . . . 127
7.3.3 Remote Control User Interface . . . 128
7.3.4 Mobility Manager . . . 129
7.4 Evaluation . . . 131
7.4.1 Framework Implementation . . . 132
7.4.2 Message Complexity . . . 135
7.4.3 Bandwith Overhead . . . 136
7.4.4 Time Complexity . . . 137
7.4.5 Proof of Concept . . . 138
7.4.6 Scenario . . . 138
7.4.7 Prototype Implementation . . . 139
7.4.8 Hardware used in the Scenario . . . 140
7.4.9 Evaluation by End Users . . . 141
7.5 Discussion . . . 143
7.6 Acknowledgements . . . 145
Bibliography 147
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,
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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”, In Proceedings 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 Telepresence and Re- mote Interaction”, In Proceedings 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”, In Proceedings 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”, In Proceedings 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”, In IEEE 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.
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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”, In ACM 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”, In 11th 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”, In Proceedings 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”, In Proceedings 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
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Thesis Introduction
1
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 wireless networks has en- abled communication regardless of the physical location of people, allowing communication through mobile phones, laptops, 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 computing platform 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 system 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 and make them easy to deploy.
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.
• 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 mobile computing 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
(PDA) which in addition to providing basic 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 desktop computer. 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 virtual world 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
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 ubiquitous computing 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 context awareness.
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.
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 Skype 1 , ICQ 2 , and MSN Messenger 3 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
1
http://www.skype.com/
2
http://www.icq.com/
3