CHI 97 Electronic Publications: Late-Breaking/Short Talks
CHI 97 Prev CHI 97 Electronic Publications: Late-Breaking/Short Talks Next

Billow: Networked Hospital Playspace for Children

Teri Rueb
Interactive Telecommunications Program
New York University
721 Broadway, 4th Floor
New York, NY 10003, USA
+1-212/529-9582
tqr9157@is4.nyu.edu

John Wardzala
Interactive Telecommunications Program
New York University
721 Broadway, 4th Floor
New York, NY, USA
+1-212/489-1496 jzw0968@is.nyu.edu

Jessica Millstone
Interactive Telecommunications Program
New York University
721 Broadway, 4th Floor
New York, NY 10003, USA
+1-212/473-2940
jemstone@echonyc.com

ABSTRACT

Through exploring play as a therapeutic process, we have developed a system called "Billow" which allows children in hospitals, who are quarantined or otherwise isolated, to play in a virtual audio-visual cloudscape using a malleable, egg-shaped input/output device. This prototype was designed in collaboration with child psychologists and art therapists who are advocates for these children in the hospital setting. It is intended to address the children's need for increased human interaction and social development, mastery and control, and comfort and security. Billow addresses these needs by enabling isolated children to play together and communicate in a locally networked, audio-visual play environment.

Keywords

Children, hospitals, tactile input device, virtual community, audio, telephony.

© 1997 Copyright on this material is held by the authors.



INTRODUCTION

"Billow", our prototypical system for isolated children in hospitals, is an attempt to merge imagination, communication, and rehabilitation in the act of playing. The system provides a means for children who are quarantined in hospitals to play and communicate with each other despite their isolation. The system consists of two primary elements: an on-screen virtual cloudscape in which clouds correspond to various audio activities; and a hand held, squishy, egg-shaped input device. Our design seeks to address the children's need for increased human interaction, mastery and control, and comfort and security. "Billow" is our attempt to reduce the isolation and loneliness these children experience as part of their hospital stay.

THE SYSTEM: BILLOW

The system networks all of the rooms in a pediatric ward into one collaborative, on-screen playspace. There are four components in every child's room: a hand-held, malleable input/output device, a screen where the cloudscape is projected, a computer which is connected to a central server, and speakers through which the activities in the audio environment are heard. Signals are sent from the input device to computers located under each child's bed via radio transmission. By manipulating the tactile material inside of the object, the child controls his or her on-screen representation. Audio contributions are made through the device's integrated microphone.

The Visual and Audio Worlds

The screen -based environment of a cloudscape corresponds directly to the children's interactions in the audio environment. This visual representation of the audio-world is projected onto a screen installed over the child's bed.

There are two types of representations on screen: the fuzzy-edged clouds, which represent the audio-activity zones, and the crisp-edged forms, made by the children via their hand-held input devices to represent themselves. There are three fuzzy-edged activity zones on the screen that remain stationary: the Music cloud, the Storytelling cloud, and the Nature-Sounds cloud. These zones are represented as large, blurred clouds in an open sky, and remain in the same location all of the time to allow for easy access by the children. There are a variety of smaller, fuzzy edged clouds which provide a range of activities that can change on a daily, weekly, or monthly basis These clouds could even be made invisible, so that the children might accidentally bump into a surprise island of music, echoed voices, or other sounds. A child enters these audio zones by simply floating their crisp-edged form over the cloud. Audio emanating from these areas will then be transmitted into the child's room as ambient sound.

Real-time conversations between the children can take place in any part of the virtual space. In order to talk to one another, the children simply overlap their on-screen representations, press the "engage" button (found on the input device), and a real-time audio connection is established. The forms adhere to one another, becoming translucent where they overlap, signifying that an audio link has been established. Only one point of contact is necessary to achieve a voice connection, which also applies to connections of three or more forms.

The Input Device

The input/output device contains mechanisms for navigation, communication, and manipulation of sound and the on-screen representation. Other functions include input devices for sound and video, and a small internal speaker for sound output.

There are six buttons in all; three clustered at the top the device, and three circling the base. The three buttons gathered together at the top of the object control the modality of manipulation, allowing the child to manipulate color, shape, and audio. The child can manipulate the device in any combination of one, two, or three of these modes to change the shape of his or her on-screen representation, the color of their form, or to apply voice filters and sound emissions to any audio communication in the cloudscape. The buttons near the base of the egg control basic mechanisms: an on/off button, an "engage" button (which enables the child to attach his/her form to another child's form for audio communication), and a "bookmark" button (which remembers how to find a certain child by translating the shape of another child's form to a bookmark bar at the bottom of the screen, updating it as shapes and colors are altered in the world). Additionally, a microphone is located at the base of the egg, and a video fish-eye lens is nested in a socket at the top of the ovoid.

The body of the device is comprised of moderately soft, squishable material, and covered by a latex skin, with a variety of slightly harder nodes embedded within. These multi- shaped nodes are differently shaped switches that can trigger voice filters, musical tones, or sound effects for the voice communication aspect of the system, or change the color of the on-screen representation by allowing the child to cycle through a selection of colors, selecting one by releasing the node. The contour of the on-screen form is created and changed by pressing and squeezing the electrically conductive polyurethane foam at the core of the device1 until the representation has reached its desired shape. These manipulations make up the three modalities of the device: shape manipulation, color change, and sound filtering.

Navigating through the cloudscape with the device is accomplished via a soft indentation located in the middle portion of the oval. The child applies pressure with his or her finger around the perimeter of this area to indicate where the on-screen representation should move.

The microphone is located at the bottom of the device. By depressing the screen covering the microphone, conversations in the cloudscape become locked in a privacy mode. At that point, other children cannot overlap their clouds and participate in another conversation. A private conversation is no longer seen in the world by all the children; rather, those forms become invisible to everyone except the two children who have locked their communication. The microphone recesses into the device to let the user know that they are in privacy mode. When in the privacy mode, it is the speaker inside the device, rather than the speakers in the hospital room, that transmit sounds and voices. Rolling the device on its side and resting it on the microphone mutes all the sounds emitting from the audio environment.

The video fish-eye lens enables the child to chose to participate in "show and tell" activities, allowing the remote audio interactions to have a visual presence. The video is activated by twisting the lens in its socket. Any frame grab the child makes with the slightly distorted camera will be displayed in their on-screen form.

ACKNOWLEDGEMENTS

This project was originally developed in collaboration with David Gusick, Emily Weil, and Christopher Young. We would like to thank Red Burns, Sergio Canetti, Amy Humphreys, Meryl Walker, Susan Cohen, and the staff at Interval Research for their generous support and thoughtful critique of this project.

REFERENCES

1. Murakami, Hayashi, Oikawa, Nakajima, DO-IT: Deformable Objects as Input Tools, Proceedings of CHI '95 (Denver, CO, May 1995), ACM Press, 87.
CHI 97 Prev CHI 97 Electronic Publications: Late-Breaking/Short Talks Next

CHI 97 Electronic Publications: Late-Breaking/Short Talks