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Definition of `WearComp'

`WearComp', is with reference to Fig 3 in terms of its six attributes, as follows:
  
Figure: A new form of Human-Computer Interaction: WearComp is constantly attentive to its surroundings, is inextricably intertwined with its user/host, yet in a way which neither wholly monopolizes the user's attention nor appreciably restricts the user's ability to simultaneously do other things (computing being a secondary task as opposed to the primary task that it normally is in its usual office or desktop context).
\begin{figure*}\figc{wearcompdef/wearcompdef_no_ant.eps,width=5in}
\end{figure*}

1.
UNRESTRICTIVE to the user: ambulatory, mobile, roving, ``you can do other things while using it'', e.g. you can type while jogging, etc.

2.
UNMONOPOLIZING of the user's attention: it does not cut you off from the outside world like a virtual reality game or the like. You can attend to other matters while using the apparatus. It is built with the assumption that computing will be a secondary activity, rather than a primary focus of attention. In fact, ideally, it will provide enhanced sensory capabilities. It may, however, mediate (augment, alter, or deliberately diminish) the sensory capabilities.

3.
OBSERVABLE by the user: It can get your attention continuously if you want it to. Almost-always-observable: within reasonable limitations (e.g. that you might not see the screen while you blink or look away momentarily) the output medium is constantly perceptible by the wearer.

4.
CONTROLLABLE by the user: Responsive. You can grab control of it at any time you wish. Even in automated processes you can manually override to break open the control loop and become part of the loop at any time you want to (example: ``a big Halt button you want as an application mindlessly opens all 50 documents that were highlighted when you accidently pressed Enter'' would make a computer more CONTROLLABLE. Infinitely-often-controllable: the constancy of user-interface results from almost-always observability and infinitely-often controllability in the sense that there is always a potential for manual override which need not be always exercised.

5.
ATTENTIVE to the environment: Environmentally aware, multimodal, multisensory. (As a result this ultimately gives the user increased situational awareness).

6.
COMMUNICATIVE to others: Can be used as a communications medium when you want it to. Expressive: allows the wearer to be expressive through the medium, whether as a direct communications medium to others, or as means of assisting the production of expressive media (artistic or otherwise).

From these six attributes, others may be derived, for example:


next up previous
Next: Wearable, tetherless computer-mediated reality Up: A proposed solution: Humanistic Previous: WearComp as basis for
Steve Mann
1998-09-15