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THE CHALLENGES OF WEARABLE COMPUTING:PART 1

THE CHALLENGES OF WEARABLE COMPUTING:PART 1. Thad Starner Georgia Institute of Technology IEEE Micro , July-Aug. 2001. . Wearables. Wearables are generally equated with head-up, wearable displays, one-handed keyboards, custom computers worn in satchels or belt packs. ( Fig 1~4 ).

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THE CHALLENGES OF WEARABLE COMPUTING:PART 1

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  1. THE CHALLENGES OF WEARABLE COMPUTING:PART 1 Thad Starner Georgia Institute of Technology IEEE Micro, July-Aug. 2001.

  2. Wearables • Wearables are generally equated with head-up, wearable displays, one-handed keyboards, custom computers worn in satchels or belt packs. (Fig 1~4)

  3. Outline • What is Wearable computing? • Ideal attributes • Why use wearable computers? • Mediate interactions • Aid communication • Provide context-sensitive reminders • Augment reality • Challenges • Power use • Heat dissipation • Summery

  4. What is wearable computing? • Rhodes • provide portability during operation; • enable hands-free or hands-limited use; • can attract the user’s attention, even when not in active use; • can run continuously; • and attempt to sense the user’s current context. • Kortuem et al. • augmented reality • “the user interface technique that allows focusing the user’s attention and presenting information in an unobtrusive, context-dependent manner.”

  5. What is wearable computing? • Mann • constant and always ready, • unrestrictive, not monopolizing of user attention, • observable and controllable by the user, • attentive to the environment, • useful as a communication tool, and personal.

  6. What is wearable computing? • 1960 • Manfred Clynes and Nathan Kline • Cyborg (cybernetic organism) • a human and machine combination where the interface becomes a natural extension of the user. • This interface would not require much conscious attention. • J.C.R. Licklider • Man-Computer Symbiosis • human brains and computing machines will be coupled together very tightly and that the resulting partnership will think as no human brain has ever thought and process data in a way not approached by the information handling machines we know today.

  7. Ideal attributes • Persist and provide constant access to information services. • Everyday and continuous use. • Wearable can interact with the user at any given time. • The user can access the wearable quickly and with little effort. • Sense and model context. • The wearable must observe and model the user’s environment, physical and mental state. • The user could provide explicit contextual cue to the wearable. • The user can identify misunderstanding and explicitly tutor the wearable.

  8. Ideal attributes • Adapt interaction modalities based on the user’s context. • The wearable should adapt its input and output modalities automatically to those that are most appropriate and socially graceful at the time. • Augment and mediate interactions with the user’s environment. • The wearables should provide universal information support in both the physical and virtual realms.

  9. Outline • What is Wearable computing? • Ideal attributes • Why use wearable computers? • Mediate interactions • Aid communication • Provide context-sensitive reminders • Augment reality • Challenges • Power use • Heat dissipation • Summery

  10. Why use wearable computers? • Some people wear too many computers. • PDA, cellular phone, pager, laptop, electronic translator, and a calculator. • Mp3 player, audio digitizers, digital camera. • These devices all contain very similar components. • Microprocessor, memory, screen, keyboard, battery, and in some cases, a wireless modem. • The main distinctions between these devices are the interface and the application software. • Wearable computers could exploit the commonality in components to eliminate cost, weight and redundancy.

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  12. Mediate interactions • Wearable computers will help provide a consistent interface to computationally augmented objects in the physical world. • Example—Gesture Pendant. (Fig 5) • One gesture could provide an intuitive command for many devices.

  13. Aid communication • The wearable can also assist in human-to-human communication. • Wearable computers can also help manage interruption in the user’s daily life.

  14. Provide context-sensitive reminders • Instead of simply acting as a virtual secretary, the wearable could be proactive and intimate, listening to the wearer’s conversations and providing reminders as appropriate.

  15. Augment reality • Augmented reality overlays information-rich virtual realities onto the physical world. • In a sense, augmented reality is a combination of the application domains described previously.

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  17. Outline • What is Wearable computing? • Ideal attributes • Why use wearable computers? • Mediate interactions • Aid communication • Provide context-sensitive reminders • Augment reality • Challenges • Power use • Heat dissipation • Summery

  18. Challenges • Power use • Heat dissipation

  19. Power use • Power is perhaps the most limiting factor in mobile technology. • Wearable computing presents particular variations of this problem. • Solution • Create long–lasting power supplies • Plutonium-238 • Use primary chemical batteries • Secondary batteries (rechargeable)

  20. Power use • Rechargeable batteries require that the user remember to maintain them. • Ideally, recharging the wearable computer and its peripherals should be implicitly coupled with the normal acts of dressing. • Inductive charger • Some wearable peripherals could generate power from human actions or from the phenomena they sense. • Keyboard • shoes • Use same power source as the wearer—food • military

  21. Power use • Scavenge power from the environment. • Solar power • Radio transmissions • Passive radio frequency identification (RFID) tags

  22. Heat dissipation • Heat dissipation is one of the foremost limiting factors in the design of high-end laptops, and providing heat dissipation is a source of considerable expense. • Make processors tolerate higher temperatures. • Make lower-power processors and components

  23. Heat dissipation Feasible for wearable computers Airflow Close proximity to the human body to aid in cooling. Thermal reservoirs Charging--chill batteries Operation--transfer heat into batteries Phase-change materials provide an attractive method to compensate for lack of cooling. Careful use of resources might help avoid many heat generation crises.

  24. Summery • This article develops goals and challenges for wearable computing, and promotes discussion in design techniques by suggesting methods, albeit sometimes fanciful, of addressing these challenges.

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