Wizard of Oz studies: why and how
IUI '93 Proceedings of the 1st international conference on Intelligent user interfaces
An empirical study of collaborative wearable computer systems
CHI '95 Conference Companion on Human Factors in Computing Systems
Mobile Networks and Applications
Leveraging the asymmetric sensitivity of eye contact for videoconference
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
First steps towards mutually-immersive mobile telepresence
CSCW '02 Proceedings of the 2002 ACM conference on Computer supported cooperative work
IEEE Internet Computing
mSTAR: Enabling Collaborative Applications on the Internet
IEEE Internet Computing
Experiences in the design of the well, a group communication device for teleconviviality
Proceedings of the tenth ACM international conference on Multimedia
Effects of head-mounted and scene-oriented video systems on remote collaboration on physical tasks
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
ISMAR '02 Proceedings of the 1st International Symposium on Mixed and Augmented Reality
ISWC '97 Proceedings of the 1st IEEE International Symposium on Wearable Computers
Mobile Capture for Wearable Computer Usability Testing
ISWC '01 Proceedings of the 5th IEEE International Symposium on Wearable Computers
A Wearable Spatial Conferencing Space
ISWC '98 Proceedings of the 2nd IEEE International Symposium on Wearable Computers
Tele-collaboration in Parallel Worlds
ETP '03 Proceedings of the 2003 ACM SIGMM workshop on Experiential telepresence
Connexus: a communal interface
Proceedings of the 2003 conference on Designing for user experiences
Using a game controller for relaying deictic gestures in computer-mediated communication
International Journal of Human-Computer Studies
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We present our experiences of using wearable computers for providing an ambient form of telepresence to members of an e-meeting. Using a continuously running e-meeting session as a testbed for formal and informal studies and observations, this form of telepresence can be investigated from the perspective of remote and local participants alike. Based on actual experiences in real-life scenarios, we point out the key issues that prohibit the remote interaction from being entirely seamless, and follow up with suggestions on how those problems can be resolved or alleviated. Furthermore, we evaluate our system with respect to overall usability and the different means for an end-user to experience the remote world.