Patent No. 6611196 System and method for providing audio augmentation of a physical environment
Patent No. 6611196
System and method for providing audio augmentation of a physical environment (Mynatt, et al., Aug 26, 2003)
Abstract
A system and method are provided for implementing the transmission of information to users--via peripheral, or background, auditory cues--in response to the physical action of the users in a particular environment, e.g., the workplace. The system combines three known technologies: active badges, distributed systems, and digital audio delivered via portable wireless headphones.
Notes:
BACKGROUND OF THE INVENTION
This invention relates to a system for providing unique audio augmentation of
a physical environment to users. More particularly, the invention is directed
to an apparatus and method implementing the transmission of information to the
users--via peripheral, or background, auditory cues in response to the physical
but implicit or natural action of the users in a particular environment, e.g.,
the workplace. The system in its preferred form combines three known technologies:
active badges, distributed systems, and digital audio delivered via portable
wireless headphones.
While the invention is particularly directed to the art of audio augmentation
of the physical workplace, and will be thus described with specific reference
thereto, it will be appreciated that the invention may have usefulness in other
fields and applications.
Considering the richness and variety of activities in the typical workplace,
interaction with computers is relatively limited and explicit. Such interaction
is primarily limited to typing and mousing into a box while seated at a desk.
The dialogue with the computer is explicit. That is, we enter in commands and
the computer responds.
Part of the reason that interaction with computers is relatively mundane is
that computers are not particularly well designed to match the variety of activities
of the typical human being. For example, we walk around, get coffee, retrieve
the mail, go to lunch, go to conference rooms and visit the offices of coworkers.
Although some computers are now small enough to travel with users, such computers
do not take advantage of physical actions.
It would be advantageous to leverage everyday physical activities. For example,
an opportune time to provide serendipitous, yet useful, information by way of
peripheral audio is when a person is walking down the hallway. If the person
is concentrating on their current task, he/she will likely not even notice or
attend to the peripheral audio display. If, however, the person is less focused
on a particular task, he/she will naturally notice the audio display and perhaps
decide to attend to information posted thereon.
Additionally, it would be advantageous if physical actions could guide the information
content. For example, a pause at a coworker's empty office is an opportune time
for the user to hear whether their coworker has been in the office earlier that
day.
Unfortunately, known systems do not provide for these types of interactions
with computer systems. Most work in augmented reality systems has focused on
augmenting visual information by overlaying a visual image of the environment
with additional information, usually presented as text. A common configuration
of these systems is a hand-held device that can be pointed at objects in the
environment. A video image with overlays is displayed in a small window.
These types of hand-held systems have two primary disadvantages. First, users
must actively probe the environment. The everyday pattern of walking through
an office does not trigger the delivery of useful information. Second, users
only view a representation of the physical world, and cannot continue to interact
with the physical world.
Providing auditory cues based on the motion of users in a physical environment
has also been explored by researchers and artists, and is currently used for
gallery and museum tours. These include a system described by Bederson, et al.,
"Computer Augmented Environments: New Places to Learn, Work and Play", in Advances
in Human Computer Interaction, Vol. 5, Ablex Press. Here, a linear, usually
cassette-based audio tour is replaced by a non-linear sensor-based digital audio
tour, allowing the visitor to choose their own path through a museum. A commercial
version of the Bederson system is believed to be produced under the name Antenna
Galley Circle.TM..
Several disadvantages of this system exist. First, in Bederson's system, users
must carry the digital audio with them, imposing an obvious constraint on the
range and generation of audio cues that can be presented. Second, Bederson's
system is unidirectional. It does not send information from a user to the environment
such as the identity, location, or history of the particular user.
Other investigations into audio awareness include Hudson, et al., "Electronic
Mail Previews Using Non-Speech Audio", CHI '96 Conference Companion, ACM, pp.
237-238, who demonstrated providing iconic auditory summaries of newly arrived
e-mail when a user flashed a colored card while walking by a sensor. This system
still required active input from the user and only explored one use of audio
in contrast to creating an additional auditory environment that does not require
user input.
Explorations in providing awareness data and other forms of serendipitous information
illustrate additional possible scenarios in this design space. Ishii et al.'s
"Tangible Bits: Towards Seamless Interfaces Between People, Bits and Atoms",
in Proc. CHI'97, ACM, March 1997, focuses on surrounding people in their office
with a wealth of background awareness cues using light, sound and touch. This
system does not follow the user outside of their office and does not provide
for the triggering of awareness cues based on the activities of the user.
Gaver et al., "Effective Sound in Complex Systems: The ARKola Simulation", Proc.
CHI'91, ACM Press, pp. 85-90, explored using auditory cues in monitoring the
state of a mock bottling plant. Pederson et al., "AROMA: Abstract Representation
of Presence Supporting Mutual Awareness", Pro. CHI'97, ACM Press, 51-58, has
also explored using awareness cues to support awareness of other people.
Another area of computing that relates generally to electronically monitoring
information concerning users and machines, including state and locational or
proximity information, is called "ubiquitous" computing. The ubiquitous computing
known, however, does not take advantage of audio cues on the periphery of the
perception of humans.
The following U.S. patents commonly owned by the assignee of the present invention
generally relating to ubiquitous computing are incorporated herein by reference:
U.S. Pat. No. Inventor Issue Date 5,485,634 Weiser et al. Jan. 16, 1996 5,530,235
Stefik et al. Jun. 25, 1996 5,544,321 Theimer et al. Aug. 6, 1996 5,555,376
Theimer et al. Sep. 10, 1996 5,564,070 Want et al. Oct. 8, 1996 5,603,054 Theimer
et al. Feb. 11, 1997 5,611,050 Theimer et al. Mar. 11, 1997 5,627,517 Theimer
et al. May 6, 1997
Therefore, it would be advantageous if a system was provided that: 1) transmitted
useful information to a user via peripheral audio cues, such transmission being
triggered by the passive interaction of the user in, for example, the workplace,
2) allowed the user to continue to interact in the physical environment, physically
uninterrupted by the transmission, 3) allowed the user to carry only lightweight
communication hardware such as badges and wireless headphones or earphones instead
of more constraining devices such as hand held processors or CD players and
the like, and 4) accomplished and manipulated bidirectional communication between
the user and the system.
The present invention contemplates a new audio augmentation system which achieves
the above-referenced advantages, and others, and resolves appurtenant difficulties.
SUMMARY OF THE INVENTION
In the subject invention, audio is used to provide information that lies on
the edge of background awareness. Humans naturally use their sense of hearing
to monitor the environment, e.g., hearing someone approaching, hearing someone
saying a name, and hearing that a computer's disk drive is spinning. While in
the midst of some conscious action, ears are gathering information that persons
may or may not need to comprehend.
Accordingly, audio (primarily non-speech audio) is a natural medium to create
a peripheral display in the human mind. A goal of the subject invention is thus
to leverage these natural abilities and create an interface that enriches the
physical world without being distracting to the user.
The subject invention is also designed to be serendipitous. That is, the information
is such that one appreciates it when heard, but does not necessarily rely on
it in the same way that one relies on receiving a meeting reminder or an urgent
page. The reason for this distinction should be clear. Information that one
relies on must penetrate beyond a user's peripheral perceptions to ensure that
it has been perceived. This, of course, does not imply that serendipitous information
is not of value. Conversely, many of our actions are guided by the wealth of
background information in our environment. Whether we are reminded of something
to do, warned of difficulty along a potential path, or simply provided the spark
of a new idea, opportunistic use of serendipitous information makes lives more
efficient and rich. The goal of the subject invention is to provide useful,
serendipitous information to users by augmenting the environment via audio cues
in the workplace.
Thus, in accordance with the present invention, a system and method for providing
unique audio augmentation of a physical environment is implemented. An active
badge is worn by a user to repeatedly emit a unique infrared signal detected
by a low cost network of infrared sensors placed strategically around a workplace.
The information from the infrared sensors is collected and combined with other
data sources, such as on-line calendars and e-mail cues. Audio cues are triggered
by changes in the system (e.g. movement of the user from one room to another)
and sent to the user's wireless headphones.
Further scope of the applicability of the present invention will become apparent
from the detailed description provided below. It should be understood, however,
that the detailed description and specific examples, while indicating preferred
embodiments of the invention, are given by way of illustration only, since various
changes and modifications within the spirit of the scope of the invention will
become apparent to those skilled in the art.
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