Copyright © 12/16/99
Brian D. Rauch
available for free educational use with prior permission of author
email the
author: mjbrauch@uscom.com
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Introduction |
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Background |
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Xybernaut: A Current Commercially Available Wearable System |
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Networking and Operating System |
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Personal Area Network |
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Pointing System |
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Wearable Computer Component Pieces |
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Agents |
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Recognizing Affect |
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Applications |
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Smart Wallet |
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Worker Training and Worker Support |
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Smart Houses |
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Smart Eye Glasses |
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Smart Cars |
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Military |
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Handicapped |
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Ergonomics |
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Future Research |
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| Bibliography |
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1.0 Introduction
Wearable computers are described as the next wave of
technological innovation and breakthrough. The computer evolution has moved from
mainframes, to the desktop, and now the computing power is moving onto the
person. The term "wearable computer" was coined by a research group at
Carnegie Mellon University in 1991 (Siewiorek, 1999). By the
user actually "wearing" the computer, s/he can utilize the power and
functionality virtually anywhere in their environment. Moving the CRT screen off
the desktop and into a miniaturized "eye-piece" enables the user to carry on
activities (e.g. - face to face conversation) while never looking away from
their computer. This technology is developing and changing rapidly primarily due
to vast changes in computer speed, wireless technology and miniaturization of
components. Wearable computers have extended into many diverse domains creating
development problems in the integration of software and hardware as designers
respond to the many application challenges (Smailagic, 1997).
Mann (1997a) defines wearable computers as having the
following criteria:
2.0 Background
Bradley Rhodes (1998?) outlines the growth and
development of the field of wearable computers starting with the invention of
eyeglasses in 1268 (addition of an artificial device to augment human sense
organs), leading to the 1997 IEEE International Symposium on Wearable Computers
in 1997. Between these two events he lists many milestones such as Nathan Kline
defining the word "Cyborg" (1960), Thorp and Shannon's development of a
miniature computer system to track the rotations of a roulette table and sending
a signal to the user via a hearing aid (1966), and the first wearable computer
head mounted CRT display (1966). Other significant developments included using a
radio link (1972), including a camera mounted unit (1977), the wiring of a
wearable "shoe" computer which was also used to beat the odds on a casino
roulette table (1978), the introduction of the Sony Walkman (1979), Steve Mann's
first computer "photographer's assistant" using an Apple-II mounted into a
steel-framed backpack (1981), commercially available head mounted monochromatic
video display with a 1.25" diagonal screen which appeared to be 15" with display
screen worn close to the eye (1989), the development of a name badge using
infrared signals to communicate the location of a person within a building
(beginning of "smart rooms") (1991), global positioning is added to available
functions (1993), the intelligent agent (Remembrance Agent) by Thad Starner is
used (1993), introduction of the wrist computer and belt computer (1994),
Wearable Computer conferences by DARPA and Boeing (1996) and a "smart clothing"
fashion show held in Paris and Boston (1997).
With advances in technology the component apparatus of wearable computers are
becoming smaller, lighter and much more efficient. Thus the prospects for rapid
growth into more mainstream markets is strong. Such was not the case in early
prototypes however. Steve Mann describes his early experiences:
"…My wearable computer efforts of the 1970's were a success in some ways, and a failure in others. The success was in demonstrating the functionality of an early prototype of wearable computer system, and in formulating a practical application domain for wearable computing. However, there were many technical failures. In particular, the bulky nature of the apparatus rendered it often more of a photographer's burden than a photographer's assistant. Furthermore, the reliability problems associated with so many different system components were particularly troublesome, given the nature of typical usage patterns: walking around on rough terrain where wiring and the like would be shaken or pulled loose. Interconnections between components were found to be one of the major hurdles" (Mann, 1997).
Wearable computers provide numerous applications, and are especially helpful in "hands free" tasks like maintenance operations. One such prototype was developed for use of repair of large vehicles such as trucks or aircraft (Bass et al., 1995). These types of complicated repair tasks often call for sophisticated knowledge and computer assisted testing/trouble shooting. Additionally, the repair person may be working in very limited physical space, so being able to refer dynamically to a computer (referring to the repair manual) while simultaneously keeping both hands free is a great asset.
2.1 Xybernaut: A Current Commercially Available Wearable System
Sony corporation has developed and is currently marketing the Mobile Assistant IV (MA IV), or the Xybernaut system. This is a speech activated system using a head mounted display and is targeted for workers in the airline, manufacturing and medical industries (Wired Magazine, 5/15/98). The system is based upon Intel's "Tillamock" chip using a 233 MMX mobile processor, with 128 MB RAM, 4.3 GB hard drive and uses either Win95, Win98 or WinNT operating system. The price is $6,971.00 for the full package (Lithium-ion battery with AC charger adapter, 11" mini keyboard, belt, mini part replicator for floppy drive and keyboard, operating system and a head mounted video Xybercam) (http://www.xybernaut.com/). The MA IV does appear to be the most functional prototype wearable computer system to date (Ditlea, 1999). The Xybernaut website, http://www.xybernaut.com/, lists various functions of which the wearable package is capable of:
3.0 Networking and Operating System
The goal of wearable/interactive computers is to network all components
through one operating system. For example, a smart house would have a network
connecting the toaster, curtains and phone. Hughes (1998) reports that there are
two competing operating systems, Sun Microsystems' Jini and Microsoft Windows CE
("Compact Edition"). Sun apparently sees all household appliances/components
networked through Java/Jini interface, while MS seems to be taking the more
traditional personal computer interface approach in connecting appliances to the
network. The Linux 2.0 OS is being used by Steve Mann for his WearComp/WearCam
wearable computer network (Mann, 1997a).
Wearable computers are increasingly needed to provide a larger scope and
variety of tasks, thus being even more versatile than some desktop systems (and
as such necessitating more system resources than are available. This has been a
limitation of wearable computers, in terms of their restrictions in main memory,
secondary memory, processing speed and power. Given a large variety of tasks, it
would be impossible to pre-load all software which would be potentially needed
upon the wearable computer. Fickas et al. (1997) developed a software
architecture "middlelayer" where the limited internal resources are managed by a
"decision maker". This decision maker monitors the current system status and
decides, for example, whether a task should be run locally, or remotely on the
networked server (via wireless connection).
3.1 Personal Area Network
As the number of wearable computer peripherals increases, we are faced with
an increasing amount of devices which need to be linked (such as cellular
phones, personal digital assistants, pagers, etc.) hearkening in the era of the
"Personal Area Network" (PAN) (Zimmerman, 1996, Post et al., 1997). With all the
variety of devices composing a wearable computer system, there will be input and
output duplication with multiple keyboards, microphones and displays. With
limited (or no) communication between these many diverse devices this opens up a
need to find a method to share I/O, storage and computational resources. The PAN
would also be connected to other networks. Zimmerman (1996) describes a
scenario:
"…I am at home preparing for the day and want to find the time
of my first meeting. I call out 'When is my first meeting?' The microphone in my
watch transmits my voice through a series of transponders distributed through my
house to a voice recognition computer that searches my calendar and sends back a
response to a speaker or visual display in my watch. When I leave my house the
door senses my departure and sends a message to my colleagues. When I approach
my office building, the door acknowledges ne by opening, sends a message of my
arrival to my colleagues, and uploads any new messages" (page 609).
In terms of how the PAN connects components across the wearer's body Zimmerman speaks of the difference between 'near-field' and 'far-field' communications. Far-field (e.g. - radio) is more susceptible to interception, interference and eavesdropping, and is also subject to government regulation. Near-field communication is much more secure (thus insuring privacy of personal information such as credit cards and cell phone numbers), uses less energy and operates at a much lower frequency (0.1 to 1 megahertz). Post et al. describes near-field communication in terms of how the "electrostatic field strength decays as the cube distance from the source" (1997). Zimmerman talks of using the human body as a "biological conductor" for near-field communication which connects all pieces of the PAN.
Post et al. has expanded upon the above work and has been able to create a
wireless transmission of electrical power (1997).
3.2 Pointing System
For wearable computers, the finger can be used as a pointing system ("finger mouse") in conjunction with a head mounted camera (Starner, 1997, Mann, 1997b). The camera view is seen in the eye piece, and superimposed on the view in the eyepiece is the menu. The user moves his/her finger in front of the glasses - this is captured on the camera, and the relative position of the finger vs. the see through menu chooses which option the user desires. Another input device was a large dial with a selection of buttons (Bass et al, 1997). The dial is analogous to an early radio dial and one advantage is that it can be used with gloves making it versatile for many applications. Yet a third input system is a miniaturized keyboard strapped onto the forearm. An example of this wrist keyboard is a half-QWERTY keyboard (Matias, 1994) which contains all of the keys on a standard QWERTY keyboard (one side only), with the keys of the other side absent, but with the user being able to access these other keys via the use of the spacebar, thereby only needing to use one hand. A last form of data entry is using speech recognition to issue commands to the wearable computer.
Another challenge is how the network will be physically connected, via wires,
or wireless. The capacity for either exists with current technology, however,
for pricing purposes, wireless is more expensive at present.
3.3 Wearable Computer Component Pieces

4.0 Agents
A premise of a wearable computer is that the computer can learn and become
customized to the user's needs, based upon the task the user is involved with.
Starner (1997) and Bradley (1997) speak of a Remembrance Agent (RA) which
provides context sensitive suggestions of information and files. For example, if
the user is viewing a document, the RA may suggest an associated email, showing
minimal information such as the subject, sender, date, or what ever information
the user would want to view to get a sense as to decide whether the entire email
should be retrieved. Similarly, if the user is having a conversation, the RA
will suggest related data topics in the user's personal database (through use of
voice recognition software via a wearable microphone). Humans are poor at data
retrieval, and a complex hierarchical directory quickly breaks down when the
human user loses the thread of where the item being searched for resides. When
using a desk computer, the computer cannot be of much assistance because the
context of the use of the computer is always the same (human working at
desk inputting data). However, within the rich environment of the user's
world the potential for useful contexts increases significantly. A
computer remembrance agent can take cues from this environment to assist in
locating appropriate files from memory, picking up on cues like where the user
is, is the user alone or with someone (who is the 'someone' the user is with),
what is the user doing at that time, etc., all can be used to search and locate
appropriate files that may be relevant to the user at that time (Bradley, 1997).
In this manner the RA is a continual presence, always 'looking over the
shoulder' of the user. For example, at a staff meeting the RA can assist in
remembering names of attendees, who was at the meeting prior, what they said at
that time, what was on the agenda, and also to suggest topics which might be of
relevance to what was going. The reference database from which the RA will pull
information can be the user's own file structures, or could be some other source
(network, Web). The RA only provides one line summaries of files, emails, notes,
etc, at the bottom of the eye level mounted display where it only takes the user
one command to retrieve the full file.
The RA can also receive affective user data through body sensors (Picard,
1997). By being aware of the emotional state of the user, another layer of
information is added to other data (e.g. - environmental), all enhancing the
quality of interactively between the RA with the user. The RA is always active
in searching the user's own personal data base for information which might prove
useful within the context of the current task the user is performing. Using
affective body sensors, the computer can sense when the user is preoccupied or
dozing (during a meeting or class), and then begin a recording of the missed
activity so the user can refer back to review what was missed through
inattention. Through the use of a wearable computer, the "intelligent agent" can
be a consistent and reliable presence to assist the user in real time tasks that
are not possible while the user is tethered to a desktop system.
In terms of using an intelligent agent to assist in performing manual work
tasks like factory work and complicated repair, the "intelligent monitor" can
anticipate what worker problems are likely to come up and then automatically
link the worker to the component of the associated database system most likely
to assist the worker in that situation (Najjar et al., 1999).
4.1 Recognizing Affect
Our emotions play a significant role in our every day life, and up to now,
this had been unrepresented within human computer interfaces where the only
connection between the user and the computer has been finger on keys or fingers
on the mouse. As alluded to above, the wearable computer offers real potential
to tap into the ambient user mood state (Starner, 1997, Picard 1997). Human
vital signs such as blood pressure, temperature, galvanic skin response, foot
pressure and electromyograms can be tracked and monitored through the use of
body sensors connected into the wearable computer. In this manner, the computer
becomes physically connected to the user and can learn to recognize
physiological states of being which can then be related to a discrete feeling,
or affective state (fear, stress, being relaxed, happy, or engaged in a task).
By this monitoring of body vital signs, and learning how the user reacts when in
different feeling and mood states, the computer can take action accordingly. For
example, if the user likes to hear a certain type of music at one time, and
another during a different mood state, the computer can plan on providing this
to the user at the appropriate times. In this manner, the computer is predicting
what the user would prefer based upon the many divergent data coming in through
the camera (environmental setting) as well as the emotional data received
through the bio-sensors.
Affective computing in wearable computing can also tell us more about
ourselves. Picard & Healy note that the overall understanding of what
emotions are, from a psycho-physiological perspective is not entirely clear. The
same physiological reactions (e.g. - increased respiration, increased heart
rate) might mean fear in one person, but mean something entirely different in
another. In this manner, the data from affective computing could further help in
the understanding of human emotions and provide a testing ground for emotional
theories (Picard & Healy, 1997). The affective sensors could also be of
assistance in medical monitoring where important health data might be tracked
and reported directly to the user's physician. Of course, the user always has
control over how the data gets collected, how the data will get used and, of
course, what physiological data would be collected in the first place. They list
four bio-sensors used in a current prototype affective wearable system:
measuring respiration, skin conductivity, blood volume pressure and
electromyogram, all of which the sensors can monitor painlessly from the surface
of the skin. These four sensors are monitored via a Linux operating system, and
can be sampled up to 20 times per second.
Again, as alluded in the above section (4.0), affective computing employs its
own intelligent agent which can make decisions based upon analysis of the
incoming environmental and physiological sense data. In measuring specific user
input data, and user response data that the user is confronted with over time,
the computer learns to act based upon what the user has desired in these
situations in the past (or, the computer could extrapolate what worked, or
didn't work, for the user in a similar situation). For example, as mentioned,
when the affective intelligent agent determines that the user is under stress,
it might play a certain piece of music which, in the past, has proven to
decrease the physiological stress reactions upon previous playing. In this
manner, the wearable computer system is adapting to the user.
The drawbacks to the current state of affective computing is the reliability of the bio-sensors and the need to have more efficient computer monitoring equipment which is power efficient, more accurate and more comfortable to wear. Additionally, there is a dearth of information regarding how to really understand bio-sensor data in terms of actual emotion state data they are conveying. Clearly this part of wearable computing is still in its infancy.
5.0 Applications
Wearable computers are developing applications in numerous areas too diverse
to be included in this research overview. Cell phones, portable CD players,
pagers, overnight shipping company bar code readers, etc., could all be referred
to as wearable computers, but will not be explored here. With increasing
computer power and miniaturization of components, horizons for wearables, like
the digital revolution itself, are expanding by the hour. Below are a few
commercial applications.
5.1 Smart Wallet
Jim Louderback recently reported on an electronic wallet (1999). The
WEARLOGIC SmartWear Electronic Wallet advertises as a full computer contained in
your wallet. This "smart wallet" contains a display screen, keypad and the user
can input data such as telephone numbers. Additionally it can perform
calculations, store data, and there is a special function which can store and
display the bar codes on plastic cards (like library card bar code) so the user
can actually carry less plastic in his/her wallet.
5.2 Worker Training and Worker Support
The use of wearable computers are being used to support factory workers who
are challenged with downsized staffing and increasingly complex tasks to perform
(Najjar et al, 1999, Siewiorek, 1999). Especially in the area of training an
employee to perform specific duties the wearable computer offers significantly
greater range than traditional techniques. Traditional learning takes place away
from the actual environment where the learned task is to be performed, in
prescribed times and expecting that the learner takes what has been learned in
the classroom and then apply it to real-time job situations. Using a wearable
computer allows the worker to be trained at the job location while
actually performing the job task to be learned. The learner can be given
immediate context sensitive feedback, progressing at their own pace, getting the
specific feedback and assistance they need when they request it. Wearable
systems also allow for closer tracking of quality, and allows for assessment of
task completion. Additionally the software can be proactive in prompting, or
intervening to suggest or bring attention to some detail to assist the worker in
the task completion. This would not only lead to more efficient task completion
but would also greatly increase safety and could diminish error rates. This was
exactly the case when Georgia Tech Research Institute investigated the use of
wearable computers in a food processing plant (Najjar et a., 1997). In this
study the researchers built a wearable computer system and concluded:
The Factory Automation Support Technology (FAST) is an example of such a
system. FAST is a database of information specific to the completion of a task.
Included in this database would be on-line operating procedures, product
information, specifications, repair manuals, policies and procedure manuals,
trouble shooting guide, recent updates of job related information (e.g. -
messages from the supervisor) diagrams, charts, circuit diagrams and tables.
Using a network to access this database, information could be updated in one
place and accessed by many workers. For example, even a simple aircraft can have
100,000 pages or more in its operating manual, and due to operational changes
and upgrades, half of these pages might become obsolete every six months, thus
the advantage of networked wearable systems allows user and the intelligent
agent to access the most up to date information (Siewiorek, 1999). Again, this
is an interactive system with the computer taking the role of an "intelligent
tutor" information could be made available both in visual and auditory formats
(Najjar et al, 1999). FAST uses a wireless network, and could include other
support applications such as email, videoconferencing and interaction with other
workers.
For workers utilizing wearable computers, the voice activated interface seems
most useful as it allows for total hands free operation of the computer allowing
better mobility especially when working in tight spaces. Again, the voice
activated wearable computer will allow the user to handle tools with both hands,
at the same time allowing the user to trouble shoot utilizing referencing
diagrams, specifications with full duplex interaction with the computer.
5.3 Smart Houses
Houses are now being fully networked as users install coaxial cable and
network cards and hubs. Although the option of a wireless network is also
possible, it is somewhat more expensive. Lindquist (1999) describes the 'home of
the future' as follows: "The 21st-Century home will be humming with
data. A high-bandwidth pipe will deliver a full-time Net connection to every
machine in your house. Even your phones will be in on the act by letting you
check and send e-mail, organize your calendar, and pull information off the Web"
(page 246).
Jini technology (based upon Java) allows different electronic appliances to
form spontaneous networks (Lindquist, 1999). Jini allows every Jini-enabled
electronic appliance to communicate, allowing networking between the washing
machine, DVD player, printer, or whatever. Smart homes have a full time internet
access, email, as well as full DVD signals in every room. Coordinated computer
control over lighting, heat and air-conditioning, security and entertainment
allows the user to program these functions in any combination. For example, one
possibility is installing sensors on the floor which will automatically turn on
a light when the user walks over this in the night going to the bathroom. In the
morning one could browse the internet headlines while brushing one's teeth in
the bathroom, peruse email, etc.
5.4 Smart Eye Glasses
MicroOptical Corporation (http://www.microopticalcorp.com/) offers a video
display which attaches to ordinary eyeglasses and allows the user to manipulate
the image through a wearable computer. The revolutionary part about this is that
the "screen" is a tiny lens/mirror that sits in front of the eye, integrated
into the eyeglass lens itself, and reflects the image into the eye (Lieberman,
1999). The user perceives an image which appears to be floating in space at an
adjustable distance of a few feet.
5.5 Smart Cars
From a recent advertisement section in a New Yorker magazine advertisers
touted the current "smart car" technology (1999). These innovations are already
available and include a night vision system, internet and email access (using
MicroSoft CE OS), voice activated controls for all dashboard functions,
windshield information displays, GPS navigation, entertainment systems (CD-ROM,
DVD, MP3) and satellite communications. There is currently an on line
"Intelligent Transportation Systems" newsletter at http://www.ieee.org/its
which, in addition to sponsoring conferences is an international clearing house
for state of the field journal publications.
Automobiles are already full of integrated circuitry controlling such diverse
functions as the break lights, breaks, transmission and complete engine
management (Torgjornsen , 1999). For example, if the sensor in your transmission
senses that a heavy load is being pressed upon the system, it will take action
such as shifting into a lower gear.
Research is being conducted into cars that drive themselves. The ARGO is
equipped with specialized computer devices for "autonomous driving", and in a
test it successfully drove itself 2000 km's over Italian public roads (Broggi, 1998).
5.6 Military
The military has been a leader in developing new technologies and new uses
for wearable computer systems. The military has a "Smart Modules Program" - (see
web page at http://www.darpa.mil/MTO/SmartMod/index.html) which refers to
enhancing the capabilities of users, or, in the words of the military,
"warfighters". Of course the goal is increase the effectiveness of
soldiers upon the battle field. The military is using wearable computer systems
to allow the warfighters the ability to "better perceive their environment" by
being able to "see, hear, and feel the electromagnetic spectrum" (see
aforementioned web site). Military wearable computers utilize intelligent agents
for assisting the fighter in the field, and utilize other functionality advances
already presented (camera, compact size, networking, wireless technology, GPS,
night vision).
6.0 Handicapped
Wearable computers show much promise for assistance to the disabled.
Vanderheiden finds some irony in how the development of wearable computers will
prove to be a win-win for the non-handicapped as well as the handicapped. Since
the variety of uses for a wearable necessitates that the user be able to access
the computer while engaging in a large variety of every day tasks (e.g. -
walking, driving, dining, attending meeting, etc.) the interface to access the
computer, by necessity, must be extremely flexible, elastic and simple
(Vanderheiden & Law). As non-handicapped users utilize functions using voice
activation or some other non-traditional interface modes, this can also support
the handicapped user whose primary access might solely be just one of these
interface access choices (e.g. - user's experiencing sensory impairment,
physical impairment, cognitive impairment, etc.). All the wonderful
functionality that wearable computing brings (hands free working, intelligent
agents, networking diverse components both personal and professional, computer
enhancement of our existing cognitive skills) will be especially welcomed for
the disabled population. For example, currently head mounted cameras can provide
specific assistance to the visually impaired (Starner, 1997). The video display
picture can be manipulated so as to compensate for the visual irregularity of
the user. Starner et al. have developed a wearable system which showed a 97%
American sign language word recognition rate (using a limited vocabulary) via
input from a small camera mounted on a baseball cap (1997). The wearable
computer could also be an explicit guide to aid in navigation and location.
The key will be developing an interface which can meet all the divergent
needs, of both the novice and the power user, of handicapped and
non-handicapped. This interface will need to be sufficiently flexible to pull
all divergent pieces of our information network together, (e.g. - home, office,
automobile, cellular, etc.) as well as offer the handicapped user choices of I/O
options such as audio or video. In order to meet these diverse user needs,
Vanderheiden and Law speak of "layering" of the interface. In this manner the
menu choices would be presented hierarchically with a simple display of the most
frequently used options, and a series of submenus accessing more complex
functions. Thus Vanderheiden titles his on line article as "anywhere, anytime
and anyone", in terms of access specifications. This interface will need to work
with a complex network which connects all the disparate appliances in the user's
world. Currently there are microprocessors in coffeepots, shaver, toasters,
etc., etc. According to Vanderheiden "…where there's a processor, there's a
program. Where there's a program controlling the behavior of a product, there's
the opportunity to introduce flexibility into the program and therefore into the
behavior of the interface for the product" (Vanderheiden & Law). As we
network all of our appliances, we have the opportunity to connect them under the
control of a single interface, and this interface being accessible by all types
and manner of users. Wearable computers are being studied as a remote interface
(RI) to assist handicapped with hand and arm impairments (Ross et al., 1997). In
this manner, researches hope to identify a single interface which can assist the
handicapped user with a myriad of tasks (e.g. - accessing ATM) through the
wearable computer interface.
7.0 Ergonomics
A whole new set of application problems occur
because these computers are
worn by the user. Taking the computer
out-of-doors poses potential problems in-so-far as weather
(rain,
temperature), and the actual hardware can be cumbersome and awkward to wear
posing major challenges
to system efficacy (Mann, 1997, Baber et al., 1999).
Baber et al. continues in speaking about how the
weight of the wearable
components can alter the center of mass (COM) and stress the musculoskeletal
system leading to the wearer getting fatigued and/or experiencing decreased
physical mobility
(thereby interfering with task performance). The headset
can also present problems in terms of
restricting the visual field, causing
the user to use more and larger head movements, as well as
impacting the
user's COM (possible side effects of posture impact and muscle stress).
The problem of heat dissipation also poses
challenges (Starner & Maguire, 1999).
Generally, as functionality and
computing power increases, so does the heat generated by these components.
Starner and Maguire posit that in wearable computers, that the actual human
body may be a very efficient
medium to dissipate heat generated from the
wearable components. They conducted a study to investigate
the ability of a
forearm mounted computer to dissipate heat through body contact and found very
efficient heat dissipation in wearing the forearm computer (see diagram
below) (pg. 11).

Future Research
Future research and development issues include the following:
1) Although progress is being made daily, there is continued need to manage
the still limited resources of wearable computers (eg. - memory, speed, etc.),
based upon the applications to be run within, the varied environments used in,
and with many different types of users.
2) Ergonomic research - best method to utilize components, eg - the head set
such that it is comfortable and is helping and not distracting the user from the
task
3) In terms of Personal Area Networks, to increase the speed at which they
can run (using the body as the networks medium); also to increase to bps speed
of data transfer (within the human bus).
4) In terms of affective computing - there needs to be more light weight
efficient and easily powered computer apparatus which is comfortable to wear.
Also there is a need for sensors which can measure small gradients of
bio-activity in a very accurate manner. Lastly there is a need to have much
greater understanding of how the emotions express themselves in physiological
and measurable manners.
Baber, C., Knight, J., Haniff, D. & Cooper, L., "Ergonomics of Wearable
Computers", Mobile Networks and Applications, 4:1, March 1999, pages 15 - 21
Bass, L., Kasabach, C., Martin, R., Siewiorek, D., Smailagic, A., Stivoric,
J., "The Design of a Wearable Computer", CHI '97, March 1997, pages 139 -
146
Bass, L., Siewiorek, D., Smailagic, A., Stivoric, J., "On Site Wearable
Computer System", CHI '95 Mosaic of Creativity, May 1995, pages 83 - 85
Broggi, A., "The MilleMiglia in Automatico
Tour", 1998, on line information at http://millemiglia.ce.unipr.it/ARGO/english/index.html
Ditlea, S., "Cyborg for a Day", Popular Mechanics, September 1999, on line
article at: http://popularmechanics.com/popmech/elect/9909EFCOBP.html
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