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ABSTRACT
Wearable computers have the potential to support our memory, facilitate our creativity, our communication and augment our physical senses [15] but, like email and cell-phones, they also have the potential to interrupt, displace or downgrade our social interactions. This paper presents the results of a simple laboratory-based study which examines the impact of a xybernaut head-mounted Shimadzu display on conversation between two people. We hypothesized that the wearable, by reducing eye-contact and attention in the wearer would have a detrimental effect. Pairs of friends discussed pre-defined topics under three conditions, no wearable, wearable present but inactive, wearable present and active. Likert scale statements were used to record the wearer's level of attention, concentration, listening, eye contact, naturalness and relaxation, and the impact of the wearable. The presence of the wearable without an active display did not have an effect on the conversation. The quality of the interaction was however impaired in the active wearable condition and eye-contact was effected. This effect may be the result of the nature of the information type, the interface used, the characteristics of its presentation or the novelty of the display to the user. Additional research to identify design implications is discussed.
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CITED BY 2
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Enrico Costanza , Samuel A. Inverso , Rebecca Allen , Pattie Maes, Intimate interfaces in action: assessing the usability and subtlety of emg-based motionless gestures, Proceedings of the SIGCHI conference on Human factors in computing systems, April 28-May 03, 2007, San Jose, California, USA
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Daragh Byrne , Aiden R. Doherty , Gareth J. F. Jones , Alan F. Smeaton , Sanna Kumpulainen , Kalervo Järvelin, The SenseCam as a tool for task observation, Proceedings of the 22nd British CHI Group Annual Conference on HCI 2008: People and Computers XXII: Culture, Creativity, Interaction, September 01-05, 2008, Liverpool, United Kingdom
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