Introduction
In Mark Weiser's vision of ubiquitous computing, he mentioned three
different classes of devices - tabs, pads and boards, with different sizes
and capabilities. The video wall display is an example of a board, maybe
even more. In this paper, I will first describe what a video wall display,
its classes of users, and potential applications. Then I will present the
technical challenges in the development of video wall displays, and their
commercial availability. Finally, I will conclude with a brief discussion
of the possible impact that video wall displays might have on our lives.
What are video wall displays?
This is not a dumb question. Large displays have been around for a very long time. The most common examples are movie projectors and the large video advertisement billboards you see on tall buildings. More recent examples of large displays come in the large, flat screen, high-definition TV screens that may one day be in every modern home.
Obviously, video wall displays must be much more than just a display technology. Perhaps a better description would be "interactive wall displays". There are some properties (not exhaustive) that video wall displays share, and they are:
Users
Having defined what video wall displays are, we come to the question of who are the potential users? It depends on what the application is. Here are some examples of possible user groups:
Video wall displays would not be suitable for traditional PC tasks such
as word processing and file management. The huge display would be an overkill
for simple text input, and might even be a distraction as the field of
view is focused on only a small area of the screen for word processing
applications. Switching betwwen the keyboard and pointing device may also
be a pain. In general, single-user tasks that work well on a desktop will
probably not benefit much, if any, from video wall displays. In some cases,
they may even degrade user performance.
New or improved affordances
Most of the above classes of users have one common need, and that is
the need for multiple persons to work collaboratively within the same
physical space. The large interaction area provides the screen real-estate
often necessary for such tasks. All users can see all the various data
and views at the same time on the same screen. Networking capabilities
also allow users to present their own data on the screen to share with
members of the group. Working within the same physical space also affords
a more directly manipulative interface, in contrast with current distributed
collaborative software on multiple desktops. Users can manipulate data
directly on the screen. The large screen allows for life-sized rendering
of virtual environments, thus providing a more immersive experience without
the need for expensive VR immersive systems.
Interaction styles and metaphors
It is generally agreed that traditional input devices used on the desktop like the mouse and keyboard are not suitable on a large wall display. This is due to the fact that the users are usually standing and walking around rather than sitting at some terminal. Furthermore, the mouse is designed to move over a short distance and does not lend itself well to controlling a pointer over a huge display that can span the entire room.
For many collaborative applications, a more suitable style of interaction would be by touching the screen directly, either with the hand or with a stylus. The metaphor here is that of the whiteboard. Many techniques exist to enable this mode of interaction. The ability to manipulate the data directly rather than through a physical device is a major contributing factor to the feel of direct manipulation on a video wall display.
One of the goals of ubiquitous computing is the ability to dynamically support different devices, so other interaction styles must be supported. The user should be able to use the pointing device and keyboard on his laptop to interact with the screen. Therefore, interaction on a video wall display will most likely be multi-modal. A lot of research is being carried out to discover other modes of interaction (for example, the Princeton "magic wand") and in supporting and enhancing the use of traditional input devices on video wall displays (for example, the "Interactive Workspaces" project at Stanford).
A desktop-style GUI might not work as well on a large wall display. For example, menus do not work as well because they are usually at the top of the application. On a wall display, they might not be reachable by shorter people. The same goes for many desktop GUI widgets. Depending on the input technology, dragging things around on the screen, and fine selection and control of GUI objects can be a frustrating experience.
Voice recognition is being looked into as a form of hands-free interaction,
and as a solution to the problem of the traditional GUI. Gestures are also
being researched as an input method.
Technical challenges
There are many technical hurdles to overcome in the development of video wall displays:
Current commercial availability and research
All the basic hardware, from servers to projectors to screens, are readily available. What is lacking is the software and the need to construct suitable rooms. Commercial solutions do exist however, but they don't come cheap. Some companies that offer video wall solutions are Fakespace, Trimension, SGI and MechDyne. From what I can tell, their main focus is on entertainment and scientific visualization applications.
Princeton is doing research on making video walls more affordable, and
in new applications and input devices. Stanford's Interactive Workspaces
project is doing a wide range of research on video walls, focusing more
on the architectural and user-interface issues. There are also many joint
projects with other departments to develop video wall applications.
Social and economic implications
Reducing the costs of building and deploying a video wall display is the key to their widespread use in offices and conference rooms. Video walls will allow groups to work and collaborate more efficiently. Video conferencing will be greatly enhanced. As an entertainment and learning medium, video walls can provide a much more immersive experience.
However, the ability to dynamically attach laptops and PDAs to a video
wall for sharing information means that privacy and security will be important
issues. The video wall is like a mini-network and can be connected to even
larger, even global networks through these connected devices. It might
be possible pilfer company secrets through a video wall display. We may
find one day that video walls will be subject to hacker attacks. With everything
interconnected, it might even be possible to track a person as he make
his way from meeting room to meeting room as he log into the video wall
at each location. The security and privacy issues pertaining to video walls
are the same as those for ubiquitous computing devices in general. Research
will have to be done to make video walls more secure and to protect the
users' privacy.
Online resources
I obtained the following excellent list of sites from Princeton's Scalable Display Wall web site (http://www.cs.princeton.edu/omnimedia) and I think it is a good list to start with so I'll just reproduce it here.
Related Research Projects
Commercial Immersive Systems