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2002
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5 pages
1 file
This research focuses on the development of a graphical user interface (GUI) for a wearable field computer under Project Battuta, a collaboration between Iowa State University and the University of California, Santa Barbara. By exploring user interaction in mobile environments, the project aims to address the limitations of traditional desktop GIS applications, which do not accommodate the dynamic, distraction-filled contexts in which wearable computers operate. The work emphasizes the significance of context awareness and augmented reality in enhancing user experience, proposing new interface designs to facilitate effective data collection and navigation.
Wearable computers provide constant access tocomputing and communications resources. In this paperwe describe how the computing power of wearables canbe used to provide spatialized 3D graphics and audiocues to aid communication. The result is a wearableaugmented reality communication space with audioenabled avatars of the remote collaborators surroundingthe user. The user can use natural head motions to attendto the remote collaborators, can communicate freelywhile being aware of other side ...
2000
During the first sessions, context and collaboration become the dominant themes in this year's conference. By locating computation on the body, wearable computing provides a unique potential for sensing the user and the surrounding environment. The recovered data enables new interface techniques and allows the interactive construction of augmented realities where``virtual''information is situated in the context of the physical world.
Proceedings of the IFIP TC13 Interantional Conference …, 1997
Since the summer of 1994, a group of partners, led by Bocing and including Carnegie Mellon University, Virtual Vision, and Honeywcll have developed or provided significant design input on several generations of wearable computer systems, head-mounted displays (HMOs), and field-tested several application prototypes using these systems. Some of these applications include KC-135 skin inspections at McClellan Air Force Base in Sacramento, California, autopilot troubleshooting for the Boeing 777, and fuel systelll prohlem diagnosis and repair for the Boeing 757. This paper will address three questions: Why would someone wear a computer? What is a wearable computer'! How docs application and user inter(;lce design for these systems differ from that for mOTe conventional oflice desktop applications?
Wearable computers are computer devices or systems integrated into the clothing or attached to the body of a person. The evolution of wearable computing devices, driven by the confluence of information and communication technology, has changed the way people use online services by keeping them always connected. This paper provides a brief introduction to wearable computing with its technical issues and challenges that must be addressed to reap the huge benefits.
1997
An experimental GUI paradigm is presented which is based on the design goals of maximizing the amount of screen used for application data, reducing the amount that the UI diverts visual attentions from the application data, and increasing the quality of input. In pursuit of these goals, we integrated the non-standard UI technologies of multi-sensor tablets, toolglass, transparent UI components, and marking menus. We describe a working prototype of our new paradigm, the rationale behind it and our experiences introducing it into an existing application. Finally, we presents some of the lessons learned: prototypes are useful to break the barriers imposed by conventional GUI design and some of their ideas can still be retrofitted seamlessly into products. Furthermore, the added functionality is not measured only in terms of user performance, but also by the quality of interaction, which allows artists to create new graphic vocabularies and graphic styles.
ACM SIGCHI Bulletin, 1997
Wearable computers represent a new paradigm in compuring." This statement is a good sound bite and undeniably Lrue but what doe.-. it mean? Finding meaning. in d1is st:uemem wa$ rhe purpose of a two day work~hop on wearable computers organized by c.he four authors of this paper. at C HI 97 in Morch, 1997. The workshop was attended by 37 pcoplt represcnring 2l diffc:renr org~nizations. 11le anendecs an: li.sc«l in the Appendix. This while paper is a reporr on 1har workshop.
Personal and Ubiquitous Computing, 2002
We present an easy interaction technique for accessing location-based contextual data shown on a head-worn wearable computer display. Our technique, called Context Compass, is based on a regular compass metaphor. Each object belonging to the user's current context is visualised on a linear compass shown on the screen. The object directly in front of the user is shown in the middle of the compass and can be activated. Whenever the user turns his or her head, the objects on the screen move accordingly. Therefore, an object can be selected by simply turning one's head towards it. Context Compass consumes a minimal amount of screen space, making it ideal for usage with see-through head-worn displays. An initial pilot study, applying a newly developed usability method customised especially for Context Compass, revealed that Context Compass can be learned virtually immediately. Further, the method itself proved to be successful in evaluating techniques such as Context Compass.
Proceedings of the 2018 ACM International Symposium on Wearable Computers
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2014
wearable technology offers many opportunities which trigger the thoughts and imaginations of people of all fields. In this age of technology, the dependence on computers and other interfaces required them to be omnipresent. This requirement paved way for the development of wearable technology, computers which can assist specialized professionals in personal activities by aiding and augmenting everyday life with the tech savvy world. In reality obstacles imposed by factors such as battery life, processor power, display brightness, network coverage and form factor have led to the delay in the widespread introduction of wearable computers. However in the past 10 yrs many successful implementations and the continuous relentless effort to miniaturize computers promise the emergence of viable applications. In this paper wearable computing applications are reviewed from the early aircraft maintenance and military designs to current production models including designs for personal entertain...
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