Cyberclothes: personal media in everyday life - Horizons

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Cyberclothes: personal media in everyday life S´ebastien Duval The Graduate University for Advanced Studies National Institute of Informatics Hitotsubashi 2-1-2, Chiyoda-ku, Tokyo 101-8430, Japan [email protected] Abstract To extend people’s communicative abilities and comfort in everyday life, we propose cyberclothes: garments that possess special features, can be used as social markers or tools, and exhibit some autonomy. In this paper, we introduce the concept, describe applications, and present a preliminary study about interest raised in France and Japan.

1. Introduction Wearable computers were researched intensively during the past 15 years without being adopted by the general public. This situation is at odds with our desires for mobility and connectivity. Benefiting from novel features, wearables should find their place among our cellular phones, cameras, music players, video-recorders, laptops, and Personal Digital Assistants. As many dedicated services have already been developed, the reason for this lack of adoption may be more social than technical. Wearables cover a large scope of functions (such as help for navigation, memory enhancement, feedback on physiological data) but should address in more depth their key role as social symbols, and the improvement of comfort and face-to-face communication. Current concepts in wearable computing (smart clothes, intelligent textiles, e-textiles, e-garments, etc.) do not cover explicitly people’s wellbeing nor the sociocultural dimension. We argue that integrating functionalities into clothes will empower wearers while increasing both their physical and mental comfort. By introducing the concept of cyberclothes, we intend to (1) clarify our objectives, (2) investigate factors related to comfort, social life or culture, and (3) provide a framework for the adoption of wearables on a wide-scale. This should benefit both the research community and general public.

Hiromichi Hashizume National Institute of Informatics Hitotsubashi 2-1-2, Chiyoda-ku, Tokyo 101-8430, Japan [email protected]

2. Related works Garment integrating electronic components were designed for everyday [2], professional use [8], and specific needs like survival in arctic environments [6]. Besides, companies made garments that can display graphics (France Telecom) and monitor vital signs (Sensatex). Similarly accessories provide connectivity services [4] and react to users’ movements and emotions [5]. Physical comfort of wearables was studied by [3] while [8] explored more social aspects. In addition, dedicated fashion shows highlighted the importance of wearables’ looks. They were organized by Charmed Technology and MIT Media Lab since the 90s, by Siggraph in 2004, and by designers around the world.

3. The concept of Cyberclothes Cyberclothes are garments that possess special features, can be used as social markers or tools, and exhibit some autonomy. Using [1] as a basis, we detail below the nature and importance of these aspects.

3.1. Wearables as tools As tools, cyberclothes enable wearers to carry out their activities, interact with and react to their surroundings. Therefore cyberclothes extend functions of normal garments such as protection against the elements, and access to devices in pockets. In addition they can provide services of existing wearables. To do so, they should be able to: evaluate the physical and mental state of wearers, complement behaviors, support activities, and pass selected information to other entities. Communication and interactions can be improved by sensory stimulations that are diversified, private and public, and adaptable to users specificities. Therefore we propose

to combine graphics, sounds, smells [9], and touch [7]. Private stimulations let wearers manipulate private information whereas public stimulations enable the sharing of data with acquaintances. Sensors usefully complement the system because they increase the awareness and reactivity of the cyberclothes-wearer dyad. To preserve privacy and the natural flow of interactions between users, the garments should exchange information in a transparent way (infrared, radio waves). They should also be able to connect with other devices to extend their range of action (e-mails, control of intelligent houses). Data would be provided only if useful and appropriate in the context. Knowledge acquisition and representation will be a challenge; especially in multi-cultural environments.

3.3. Cyberclothes as autonomous entities

3.2. Garments as social markers

At a seminar, attendants display on their garments photos of their latest project. Vibrations in your shoulders notify you of an interesting profile nearby, and discreet armlets appear on your clothes and on a man close to you. Your badges adapt to each-other language while you talk. You introduce your laboratory, showing videos on your chest. Your clothes reveal your common interests. Finally, a photo of your interlocutor is stored with an electronic business cards and information gathered during the talk.

Garments are representants of the wearer: they symbolize personality, beliefs, moods, and belonging to groups. Materials, shapes, colors, logos, and mottos carry specific feelings. However, wearables usually don’t take this into account. Acknowledging the importance of these aspects, we incorporated them into our definition of cyberclothes under the label social markers. Blending in our lives like other garments, cyberclothes share the characteristics of normal clothes and require a socially acceptable appearance. This issue is important because of its impact on reactions of surrounding persons. For example, the cyborg looks–with visible wires and headmounted display–is a suspected reason for the negative responses of people towards wearables. Wearers should experience a better mental comfort with a looks they consider appropriate. Therefore personalization or a large choice of cyberclothes will be required. Elements to take into account for social acceptance include culture, fashion, group identity, and preservation of existing communication means. Besides considering discreet and natural looks, we argue that cyberclothes can have social appeal with visible and exceptional elements. For example, a large display on the back can attract people’s attention. In the same way, an animated mechanical part can induce reactions. Cyberclothes could dynamically change perceptual characteristics (mutability) that are usually static, like graphics on the garments’ surface. To enhance their appeal they could also provide new stimulations (sensory addition), like sound. Appropriateness would need to be assessed depending on contexts. However such abilities could attract people and efficiently reflect various facets of wearers. From a group perspective, cyberclothes define virtual communities whose members exhibit particular behaviors via their garments. Such relationships can lead to special services like the display of feedback dependent on the state or interests of other community members.

To respond to user needs, avoid embarrassing behaviors of the system, provide a comfortable use, and improve wearers safety, the garments should be active, intelligent, and able to learn. Besides, their interconnection would enable cyberclothes-wearer dyads to leap from a personal view to a global awareness. In communities, cybercothes could adapt to each other situation, and relay information to members based on current tasks and on community interests.

4. Scenarios for three applications 4.1. Face-to-face first contact

Figure 1. Conceptual image.

4.2. Accident in mountains While you hike in the mountains on a sunny day, your garments monitor the temperature, your heartbeats and respiration. Depending on their evolution, they beep to recommend you to take a break. In case of accident, your position is sent to emergency services; your clothes provide appropriate warmth, and relax you with music. When the rescue team arrives, it accesses your medical file, and a summary of your latest physiological data.

4.3. Combination of technologies

5.2. First contacts with garments displays

You are invited at the house of a blind friend. At your arrival your garments communicate with the intelligent house, which turns on the light for you. While talking, you notice a faint odor of rose. Your friend explains that her clothes produce specified smells reflecting her husband’s emotions. On his side, he gets feedback about hers in a discreet visual way, more adapted to his work activities.

Participants consisted of students and researchers of the National Institute of Informatics. None had a previous experience with wearables. The analysis is based on 5 respondents (3 males, 2 females) who took the test in November 2004. Ages ranged from 24 to 36. The test consisted of the display of graphics, followed by a questionnaire with oral comments. Graphics consisted of 4 sets (A, B, C, D) of 12 pictures each. Set A included business cards and photos related to work. Set B included photos of friends and personal activities. Set C included graphics found on tee-shirts: brand logos, drawings, political and fun messages. Set D included 4 graphics of previous sets. Participants listed situations in which graphics display would be useful. After, they indicated which sets they would show to professional contacts, family and friends, or strangers. Finally, respondents described the level of control they would like for the displays. Highlighted situations were big events like conferences or forums, parties, trips, and the meeting of new people. See table 1 for details. Two items were added during discussions: potentially dangerous situations and communication with disabled persons. Items less cited included: interviews (set A), first dates (set A), public places (set C), sports (set C), any situation (set B and D), and never (set D).

5. Preliminary study about interest The scenarios raise questions about the design and acceptance of cyberclothes. To get an idea of people’s feeling, we carried out interviews and explored an application using the face-to-face first contact scenario as a basis.

5.1. Interviews In November and December 2004, we interviewed 10 Japanese and 10 French students in computer science and psychology ranging in ages from 20 to 29. Participants all had a previous contact with wearable computing. The duration of individual investigations was 15-30 minutes. Interviewees expressed their feeling about wearables, the interest of integrating them into garments, and discussed a selected aspect: the display of graphics on clothes. Participants had mixed feelings. Most of them considered wearables as poor alternatives for replacement of laptops. However they considered that cellphones should provide more functionalities, different from their laptops’. None of the students possessed a PDA but all had a cellphone, and a laptop or desktop computer. Both groups considered that integrating electronics in garments was a strange idea. The Japanese were enthusiastic about the concept whereas the French were skeptic about the improvement it would bring into their life. In addition, Japanese considered that the technology could be available sooner. When asked if they would use cyberclothes and PDAs, interviewees indicated their preference for PDAs. However several students explained that the devices were complementary: PDAs for complex tasks in calm environments, alone or with one partner; garments for interaction with larger groups in public or dynamic spaces. Asked about the ability to display graphics on clothes, Japanese showed high interest in the technology. French confirmed their previous stance by questioning the interest of such a feature. Most Japanese said they would wear garments able to display graphics, some were even ready to use them to do advertisement. The French all rejected the idea of displaying advertisements on their clothes.

At big events During parties On trips At big events

Set A 60% 60% 80%

Set B 60% 60% 60%

Set C 60% 60% -

Set D 40% 40% 40% 40%

Table 1. Most cited situations for displays.

Participants considered they could show almost all photos to family and friends, work-related photos to professionals, and everything except work-related photos to strangers (see figure 2). Participants explained their limited use (40%) of set D by the presence of work-related photos. Regarding the autonomy of cyberclothes, 80% of respondents preferred to keep control at a category level (e.g. professional, personal). Control at an image level was judged too cumbersome (80%). All participants were anxious about giving full control to the machine and rejected that possibility. They explained that any mistake made by the system could embarrass or harm them.

6. Prototype We developed a prototype to explore in depth face-toface first contacts [1]. It consists of a jacket on which two

will gather a larger body of evidence in France and Japan via a survey dealing with the acceptance and expectations of cyberclothes in everyday life by the general public. This should provide insights about expected features, critical factors for social acceptability, and cultural specificities. We will study the use of mobile displays in groups and public places, and the impact of variables like the amount of control given to users on their displays. Finally, to answer questions raised by the scenarios in this paper, we will explore the use of a less common sensory channel (olfaction) and of physiological data.

Figure 2. Agreement to show graphics. displays have been fixed. The first one is a badge-size TV screen placed on the chest, and the second one is a panel computer (26cm of diagonal) in the back. The system runs with Linux. It displays graphics on the screens independently, renders sounds, and communicates with other devices by radio waves. It costs about 200 Kyens, can be used continuously for several hours, and is completely mobile. The current setting lacks several features of cyberclothes but is appropriate for the study of issues regarding mobile graphics display, human interactions in multi-cultural settings, and the autonomy of such systems. This prototype in particular was designed to explore the face-to-face first contact scenario that we presented in section 4. With time, resources, and the results of our studies, we plan to continuously improve our prototype. We will extend its abilities to provide functions described in the accident in mountains and combination of technologies scenarios.

7. Conclusions and future works In this paper we developed ideas presented in [1] and considered several applications. After defining cyberclothes as tools, social markers, and autonomous entities, we described scenarios and used one of them for a preliminary study on cyberclothes, focusing on mobile graphics displays, potential usages, and autonomy. Results showed an interest for these garments in Japan. They also raised the issue of complementarity with devices such as PDAs, and highlighted distrust of a fully autonomous entity controlling graphics. Finally, we presented a prototype designed to investigate uses of cyberclothes for face-to-face first contacts. Our next step with first contacts is to define design guidelines, and identify users concerns in more depth. To establish further our concept and validate our first findings, we

Acknowledgements This work was partially supported by the French ministry of Foreign Affairs research grant Lavoisier. The authors would like to thank Franc¸ois-Xavier Ingl`ese (LISA, France) and Alexander I. Kov´acs (NII, Japan) for critical reading of the manuscript and stimulating discussions about the project.

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