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<artheader>
<title>Visual Interfaces to Wearable Computers</title>
<subtitle>Mediated and Diminished Reality</subtitle>
<author><firstname>Anders</firstname><surname>Pearson</surname></author>
<date>2001-05-07</date>
</artheader>

<abstract> The rising field of wearable computing brings with it a
unique set of requirements as well as unique possibilities for visual
interfaces. This paper explores these requirements and possibilities,
surveying the fundamental research and the state of the art in this
field. Several different aspects and implementations of visual
interfaces for wearable computers are covered, focusing on the
"Eyetap" system for "Mediated and Diminished Reality" as implemented
and described by Prof. Steve Mann. The theoretical underpinnings of
the system and the engineering decisions driving its implementation
are discussed as well as the current and potential applications.
</abstract> 


<sect1><title>Introduction/Background</title>

<para> In order to understand how and why the described visual
interfaces to wearable computers were developed and how they can be
used, a certain amount of background on wearable computing and related
fields is necessary. This section provides a brief overview of the
field, its history and a general description of where current research
and technologies stand. This should provide the reader with the
context necessary to understand the later sections and, in particular,
to understand the requirements, constraints, and applications for
visual interfaces in this field.  </para>

<sect2><title>Wearable Computers</title>

<para> <blockquote>"A wearable computer is a computer that is subsumed
into the personal space of the user, controlled by the user, and has
both operational and interactional constancy, i.e. is always on and
always accessible. Most notably, it is a device that is always with
the user, and into which the user can always enter commands and
execute a set of such entered commands, and in which the user can do
so while walking around or doing other activities. The most salient
aspect of computers, in general, (whether wearable or not) is their
<emphasis>reconfigurability</emphasis> and their <emphasis>generality</emphasis>, e.g. that
their function can be made to vary widely, depending on the
instructions provided for program execution. With the wearable
computer (WearComp), this is no exception, e.g. the wearable computer
is more than just a wristwatch or regular eyeglasses: it has the full
functionality of a computer system but in addition to being a fully
featured computer, it is also inextricably intertwined with the
wearer. This is what sets the wearable computer apart from other
wearable devices such as wristwatches, regular eyeglasses, wearable
radios, etc.. Unlike these other wearable devices that are not
programmable (reconfigurable), the wearable computer is as
reconfigurable as the familiar desktop or mainframe
computer."</blockquote> <cite>from: <a
href="http://wearables.about.com/gadgets/wearables/bldefinition.htm">Definition
of "Wearable Computer"
(http://wearables.about.com/gadgets/wearables/bldefinition.htm)</a></cite>
</para>

<para>Simply put, a wearable computer is a computer system designed to
be worn by and to interact with the user on a constant basis. Most
definitions of wearable computers are specifically worded to
distinguish the wearable computer from other technologies that it may
be confused with. A wearable computer differs from laptop computers
and Personal Digital Assistants (PDA's) such as palm pilots by its
constant interface with the user. In order to use a laptop or PDA, it
must be explicitly opened and turned on; a wearable is always on and
has some form of steady stream to the user through which it can convey
information. Laptops or PDAs also typically consume the user's full
attention while in use; the user must be able to position the screen
and keyboard where they can be accessed and would have a very
difficult time performing other complicated actions while using
one. Contrarily, a wearable is designed to be unobtrusive, not
demanding the user's full attention under ordinary circumstances; a
user should be able to use the wearable while performing other,
complex, physical or mental tasks such as jogging, fixing a jet
engine, or carrying on a conversation with a colleague.</para>

<para>This constant information stream from the wearable to the user
is most often in the form of a head mounted display (HMD) that is
either translucent, allowing the user to see normally through it, or
only visible in one eye or in peripheral vision. Again, a primary goal
of the design of wearable computer systems is unobtrusiveness. Recent
advances in display and miniaturization technology have made the HMD a
very feasable and effective output device due to their small size, low
weight, low power consumption, unobtrusiveness, and ability to display
fairly large amounts of information in an easy to read format. While
HMDs are definately the most popular output device for wearable
computers, they are not the only ones in use; audio (text-to-speech)
output devices and even tactile output devices are all in current use
and have had no small amount of success in certain
applications.</para>

<para>One of the main goals of wearable computing is not to simply
provide continuous access to a desktop computer and its functionality,
but to create hybrid systems of user and computer that allow for a
synergistic effect to take over; rather than attempting to emulate
human intelligence in the computer, as is a common goal of research in
Artificial Intelligence, the goal of wearable computing is to produce
a synergistic human-machine system with the computer handling tasks
that computers are well suited for such as providing ready access to
large amounts of information and the human handling higher level
decisions and providing overall direction. Generally, making the
computer as much of a prosthetic extension of the person as
possible. </para>

<para>This human-computer system is made possible by several design
factors of the wearable. It is essential that there is operational and
interactional constancy. Ie, the computer runs continuously, and is
"always ready" to interact with the user. As mentioned earlier, it
must be unobstructive or unmonopolizing of the user's attention. It
cannot cut the user off completely from the outside world; one must be
able to attend to other matters while using the wearable. It must be
continuously observable by the user: it can get their attention at any
time. It must be controllable by the user; the user can gain control
of it at any time with minimal effort in order to enter or execute
commands. And, it must be location and environmentally aware.</para>

<para>Wearables generally consist of several seperate pieces carried
on the user in either a specially modified vest, or some type of
closely worn backpack: the main processor and storage unit (often
based on PC/104 technology or simply the modified internals of
standard laptop or sub-notebook computer), batteries, one or more
output devices (most commonly, the HMD described earlier), and one or
more input devices. One-handed chorded keying devices appear
particularly popular for the main input device of wearable computers
but other types of input devices are not uncommon; microphones, bodily
sensors that allow the wearable to monitor things like heart-rate and
respiration, and motion detectors have all been used for different
applications.  Most interestingly from the point of view of this paper, is the work that has been done with wearables that feature a camera (typically video, but occasionally still as well) as an integral input device.
</para>


</sect2>

<sect2><title>The Eyetap System</title>

<para>An Eyetap is a system designed by Steve Mann for interposing a
computer into the wearer's field of vision allowing it to mediate what
the wearer sees. It absorbs, quantifies, and resynthesizes the light
the user would normally see. When the light is resynthesized under
computer control, visual information can be blocked, modified, or
added in real-time before it is presented to the user. Typically, an
Eyetap system resembles an ordinary pair of eyeglasses or sunglasses
and consists of three parts: </para>

<orderedlist>

<listitem>an input sensor array, typically a digital camera or similar
device</listitem>

<listitem>a diverter which redirects eyeward bound light into the input
sensor</listitem>

<listitem>an "<firstterm>aremac</firstterm>" which reconstructs at
least some of the light from the diverter after it has been processed
by the wearable computer (the term "aremac" is "camera" spelled
backwards since it is basically a camera in reverse).</listitem>
</orderedlist>

<para>Several different implementations of the Eyetap have been
implemented exploring different focus models. In one kind of
implementation, a focus tracking mechanism is used to reconstruct rays
of diverted light in the same depth plane as imaged by the camera. In
another implemenation, the aremac has an unlimited or extended depth
of focus so that the eye itself can focus on different objects. The
second model has proven easier to implement and more robust and is
therefore, more frequently used.</para>

<para>The aremac has focus linked to the measurement system
(e.g. "camera") focus such that the measurement system's focus
controls the aramac focus, so that objects seen depicted on the aremac
of the device appear to be at the same distance from the user of the
device as the real objects so depicted. Such a linked focus gives rise
to a more natural viewfinder experience, as well as reduced
eyestrain. Reduced eyestrain is important because the device is
intended to be worn continually.</para>

<para>In stereo versions of the proposed device, there are two cameras
or measurement systems and two aremacs that each regenerate the
respective outputs of the camera or measurement systems.  </para>

<para> The apparatus is usually concealed in dark sunglasses that
obstruct vision except for what the apparatus allows to pass
through. </para>

<para> Because the device absorbs, quantifies, processes, and
reconstructs light passing through it, there are extensive
applications in Mediated Reality.  </para>

</sect2>
<sect2><title>Mediated/Diminished Reality</title>

<para>Mediated Reality is created when virtual, or computer generated,
information is mixed with what what the user would otherwise normally
see.</para>

<para>Mediated, Augmented, and Diminished reality arose out of
research into Virtual Reality. Virtual Reality creates a completely
computer generated environment for the user. Augmented Reality takes
the user's existing environment and adds computer generated
information to it. Diminished Reality is similar to Augmented Reality
except that it involves programmatically subtracting information; it
filters the environment, altering real objects replacing them with
virtual ones, or rendering them imperceptable. Mediated Reality is the
combination of Augmented and Diminished Reality. Mediated Reality
differs from Virtual Reality in the sense that Mediated Reality allows
the visual perception of reality to be augmented, or, more generally
computationally altered whereas Virtual Reality typically creates a
wholly artificial environment for the user.</para>

<para>In a sense, a mediated reality system serves as a shell or
membrane encapsulating the user and controlling the flow of
information between the user and the environment. This membrane can
act as a sensory enhancement device, adding computer generated
information (Augmented Reality) or an information filter, blocking out
material the user might not wish to experience, whether it be
offensive advertising, or simply a desire to replace existing media
with different media (Diminished Reality).</para>

<para>Whenever the subject of wearable computers or Mediated Reality
is brought up, a typical complaint is that it would merely increase
the degree of "information overload" in the lives of its users. Since
the human brain can only make sense of so much information at once,
this is a legitimate concern. Diminished Reality is a reaction to this
fear. It is an application of Mediated Reality that primarily involves
subtracting information from the user's field of vision; typically
removing "noise" in the form of unnecessary or distracting
information. As will be described in a later section, one application
of Diminished Reality is the identification and blocking of Billboard
type 2-dimensional advertisements, blotting them out or reusing the
visual space for more useful information.  </para>
</sect2>


</sect1>
<sect1><title>Mathematical Underpinnings</title>

<para>In order for the Eyetap system and Mediated/Diminished Reality
to be implemented, several problems had to be solved. In order for the
Eyetap system to function properly, overlaying information on or
blocking sections of the user's field of view, it must be able to
accurately and efficiently track the user's head movements. Some
similar systems use external head-tracking devices for this
purpose. Since one of the goals of the Eyetap system is compactness
and, eventually, complete stealth, there are limitations on how many
devices can be head mounted without drawing attention to the
user. Currently, the display and camera portions of the Eyetap can be
embedded entirely in a pair of normal looking sunglasses. It is
necessary that the head-tracking it employs be designed such that it
doesn't rely on any special apparatus being present in the
environment. Therefore, a camera-based head-tracking method was
developed based on the VideoOrbits algorithm which performs
head-tracking, visually, based on a natural environment, and works
without the need for object recognition, relying instead on algebraic
projective geometry. </para>

<para>User location often provides valuable clues to the user's
context. By identifying the user's current task, the computer can
assist actively in that task by displaying timely information or
automatically reserving resources that may be needed. However, a
wearable computer might also take a more passive role, simply
determining the importance of potential interruptions (phone, e-mail,
paging, etc.) and presenting the interruption in the most beneficial
manner possible. For example, while driving alone in an automobile,
the system might alert the user with a spoken summary of an
e-mail. However, during a conversation, the wearable computer may
present the name of a potential caller unobtrusively in the user's
head-up display.  </para>


<para>Aside from context, there are many other reasons that it would
be advantageous for the wearable unit to be aware of the user's
precise location. Eg, the wearable could function as a sort of
interactive map, directing the user to a desired
destination. Similarly, there are many potential applications of
wearables that involve superimposing additional information over the
user's vision in manners that require knowledge of both the user's
exact position as well as their orientation. The wearable's awareness
of location is a common and fundamental requirement.</para>

<para> 
Today, most outdoor positioning is performed in relation to the
Global Positioning System (GPS). Differential systems can obtain
accuracies of less than one meter, and update rates of one second are
common. However, indoor systems require different methods. Current
systems such as active badges and beacon architectures require
increased infrastructure for higher accuracy. This increased
infrastructure implies increased installation and maintenance. For a
general purpose wearable system that is to function in any environment
and not just one or two specially prepared buildings, some kind of
visual based system for inferring the user's location is desirable.  
</para>


<sect2><title>Algebraic Projective Geometry and the Chirplet Transform</title>

<para>Most indoor and outdoor environments contain a great deal of
periodicity. Repeating lights, windows, bricks, and similar repeating
motifs abound. When an picture is taken, this periodicity is usually
not captured exactly except in the rare case where the film plane is
exactly parallel to the surface.</para>

<para>This inherent abundance of periodicity can be used quite
reliably to infer the orientation of the camera towards planar
surfaces. This information, when combined in the time dimension, can
then be used to further infer direction of motion of the camera
relative to its environment.</para>

<para>The Algebraic Projective Geometry that makes this possible works
by taking into account the periodicity in perspective or the so-called
'p-chirp' (a special kind of chirp comprising projected harmonic
components). "Chirping" refers to the effect of increasing or
decreasing spatial frequency with respect to spatial location. The
p-chirp is the effect that is seen when one looks at a planar surface
with a regular periodic pattern on its surface from an angle other
than exactly parallel to it. Eg, if a photograph is taken facing
straight down a railroad track, the ties closer to the camera (toward
the bottom of the image) will be spaced farther apart on the
photograph than those ties that are farther away from the
camera. Another example is shown in figure 1.</para>

<image>
<src>chirp.gif</src>
<width>490</width>
<height>493</height>
<alt>view of projective geometry acting on a period structure</alt>
<caption>figure 1: Here is a picture (a) containing
periodicity-in-perspective. If a single raster is plotted across the center
of the image, it is observed that it is nearly periodic but that the
period changes (in this case, decreases) from left to right (or
equivalently, the frequency increases from left to right). The most
dominant p-chirp component is plotted in (c), below the plot of the
raster. (image from wearcam.org)</caption>
</image>

<para>The general method used to determine the orientation of the
camera to a plane in its environment is also shown in figure 1. From
the image, a single raster across is taken creating a vector of the
intensities of each pixel in the raster. From this vector, a
"fundamental frequency" (but increasing or decreasing across the
image) is calculated. This process is repeated going vertically across
the image. From these "fundamental frequencies" and the rates at which
increases and decreases (its chirp rate), the relative orientation of
the camera can be calculated with ordinary projective geometry.</para>


<para>This chirping phenomenon is implicit in the proposed system,
whether or not there is periodicity in the subject matter. The only
requirement is that there be some distinct texture upon a flat surface
in the scene. These fully-automatic methods are also relatively immune
to deviations from the assumptions of static scene and no
parallax.</para>

</sect2>

<sect2><title>VideoOrbits Camera Based Head-Tracking</title>


<para>In order for an augmented or mediated reality system to be very
useful, the virtual information or light as seen through the display
must be properly registered and aligned within the user's field of
view. Furthermore, as mentioned earlier, it is unadvantageous to rely
on external mechanical or electrical devices to track the user's head;
an image based method of head-tracking is preferred.</para>

<para>This image based method is based on the VideoOrbits algorithm
(Mann, 1993). The VideoOrbits algorithm performs head-tracking,
visually, based on a natural environment, and works without the need
for object recognition. Instead it is based on algebraic projective
geometry, and a featureless means of estimating the change in spatial
coordinates arising from movement of the wearer's head.</para>

<para>Direct featureless methods are used for estimating the 8
parameters of an "exact" projective (homographic) coordinate
transformation between two or more images of the same scene. The
approach is "exact" for two cases of static scenes: (1) images taken
from the same location of an arbitrary 3-D scene, with a camera that
is free to pan, tilt, rotate about its optical axis, and zoom or (2)
images of a flat scene taken from arbitrary locations. Previous
methods for inter-image combination have been based on affine
transformations (which lack the degrees of freedom to "exactly"
characterize such phenomena as camera pan and tilt) and/or which have
relied upon finding points of correspondence between the image
frames. Eg, the affine model cannot capture camera pan and tilt, and
therefore cannot properly express the "keystoning" and "chirping" we
see in the real world. </para>

<para>The camera in the wearable system simply tracks itself based on
its view of objects in the environment. The algorithm provides an
estimate of the true projective coordinate transformation for
successive image pairs. The system is designed with a frame-rate high
enough that successive pairs of images may be estimated to be taken
from the same camera position, with only the pan, tilt, and zoom as
differences.The algorithm typically runs at 5-10 frames per second on
a general-purpose computer but the simple structure of the algorithm
makes it easy to implement in hardware for the higher frame-rates
needed for full-motion video. </para>
</sect2>

<sect2><title>Location Sensing</title>

<para>While the VideoOrbits algorithm can robustly handle
head-tracking, it still does not provide any indication of the
wearer's overall spatial location. As previously mentioned, GPS units
do not work in many locations and other external labelling or location
sensing methods are impractical. Once again, a camera-based system is
needed. This problem is inherently more difficult than the
head-tracking problem. Nevertheless, several reasonably promising
approaches have been discovered. One such approach, developed at the
MIT media lab, and tested in a game setting, is described
herein. Since the system makes use of training data and a fixed
environment, it is not suited for general use, but it appears to be a
promising step in the right direction.</para>

<para>"Patrol" is a game played by MIT students every weekend in a
campus building. The participants are divided into teams denoted by
colored head bands. Each participant starts with a rubber suction dart
gun and a small number of darts. The teams converge on the basement,
mezzanine, and first floors to hunt each other. If shot with a dart,
the participant removes his head band, waits for fighting to finish,
and proceeds to the second floor before replacing his head band and
returning. </para>

<para> The Patrol environment consists of 14 rooms that are defined by
their strategic importance to the players. The rooms' boundaries were
not chosen to simplify the vision task but are based on the long
standing conventions of game play. The playing areas include hallways,
stairwells, classrooms, and mirror image copies of these classrooms
whose similarities and "institutional" decor make the recognition
task difficult. However, four of the possible rooms have relatively
distinct coloration and luminance combinations, though two of these
are not often traveled.  </para>

<para>For the location and context sensing task, players are outfitted
with specially designed hats, each containing two video cameras; one
facing forward, in the direction of the player's gaze, and one looking
directly downward across the player's nose.</para>

<para>The mean colors of three video patches are used to construct a
feature vector in real-time. One patch is taken from approximately the
center of the image of the forward looking camera. The means of the
red, green, blue, and luminance pixel values are determined, creating
a four element vector. This patch varies significantly due to the
continual head motion of the player. The next patch is derived from
the downward looking camera in the area just to the front of the
player and out of range of average hand and foot motion. This patch
represents the coloration of the floors. Finally, since the nose is
always in the same place relative to the downward looking camera, a
patch is sampled from the nose. This patch provides a hint at lighting
variations as the player moves through a room. Combined, these patches
provide a 12 element feature vector.  </para>

<para> Hidden Markov models (HMM's) were used to represent the
environment due to their potential language structure and excellent
discrimination ability for varying time domain processes. The previous
known location of the user helps to limit their current possible
location. By observing the video stream over several minutes and
knowing the physical layout of the building, many possible paths may
be hypothesized and the most probable chosen based on the observed
data. Prior knowledge about the mean time spent in each area may also
be used to weight the probability of a given hypothesis. HMM's fully
exploit these attributes.</para>

<para>To improve the current system, optical flow or inertial sensors
could limit frame processing to those times when the player is moving
forward. This would eliminate much of the variation, often caused by
stand-offs and firefights, between examples of moving through a
room. Similarly, the current system could be combined with optical
flow to compensate for drift in inertial trackers and
pedometers. Windowing the test data to the size of a few average rooms
could improve HMM accuracies as well. Additionally, instead of the
average color of video patches, color histograms could be used as
feature vectors.</para>

<para>The model created by the HMM location system above can also be
used for prediction. For example, the computer can weight the
importance of incoming information depending on where it believes the
player will move next. An encounter among other players several rooms
away may be relevant if the player is moving rapidly in that
direction. In addition, if the player is shot, the computer may
predict the most likely next area for the enemy to visit and alert the
player's team as appropriate.</para> </sect2>

</sect1> 

<sect1><title>Applications</title> 

<para> What makes the field of wearable computing so exciting is the
myriad of potential applications. Several applications of wearable
computers that utilize one or more of the techniques described will
now be briefly described.</para>

<sect2><title>HOLZER</title>

<para>Homographically Obliterating Labels by Zeroing, Enhancement, or
Replacement</para>

<para>HOLZER is a diminished reality system developed by Steve Mann
that filters billboards and other advertising material out of the
user's visual field, replacing them with blank spaces or other, more
pleasing, images.</para>

<para>Useless, annoying and potentially dangerously distracting visual
"noise" such as advertisements can be identified based on their
general shape as 2-dimensional planes with the help of algebraic
projective geometry and distinguished from other desirable planes
using more sophisticated pattern recognition techiques (typically
hidden markov models or neural networks). The visual real-estate that
these advertisements take up can either be blocked out -- replaced
with a featureless, solid plane -- or reused for the communication of
more important information. Figures 2 and 3 demonstrate the HOLZER
system in operation.</para>

<image>
<src>holzer.gif</src>
<height>224</height>
<width>312</width>
<alt>holzer 1</alt>

<caption>Figure 2: (a),(b) Billboards, advertising, and other visual
detritus form annoying, and sometimes dangerous clutter at the sides
of busy roadways and highways. </caption>

</image>

<image> <src>holzer2.gif</src> <height>224</height> <width>312</width>
<alt>holzer 2</alt> 

<caption>Figure 3: (c),(d) Successive frames
of video processed by the Eye Tap system using the VideoOrbits
planetracker. The advertisement is filtered out, to reduce visual
clutter in the scene. In its place is a useful message that can help
the user of the Eye Tap system keep their attention on the road, and
on not getting lost. (images from about.eyetap.org)</caption> 
</image>


</sect2>
</sect1>

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