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WEARABLE COMPUTERS : Next Gen?. Presented BY: Name:. Topics I’ll Focus:. What’s a Wearable Computer? Brief History Evolution Of Wearable Computers Wearable Computing (Aim) Commercialization How It Works? Wearable Vs Mobile Computing Four Layers Of Wearable Devices
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WEARABLE COMPUTERS : Next Gen? Presented BY: Name:
Topics I’ll Focus: • What’s a Wearable Computer? • Brief History • Evolution Of Wearable Computers • Wearable Computing (Aim) • Commercialization • How It Works? • Wearable Vs Mobile Computing • Four Layers Of Wearable Devices • Why Wear It? (Uses & Application Areas) • Social Implications • Conclusion
What is a “Wearable Computer” ? • A small portable computer that is designed to be worn on the body during use. • In this, wearable computers differ from PDAs, which are designed for hand-held use. • Wearable computers are usually either integrated into the user's clothing or can be attached to the body through some other means, like a wristband. • They may also be integrated into everyday objects that are constantly worn on the body, like a wrist watch or a hands-free cell phone.
Brief History 1961 1966 1968 1977 1980 1981 1993 1991 1991 1992 1993 1996
Wearable Computing • components distributed in clothes and over the user‘s body -smart shirt, smart trousers etc. • hands free, intuitive user interface -speech and gesture recognition • augmenting user‘s view of the environment -data displayed in head mounted see through display • extending user‘s senses -e.g. infrared and sonar images overlaid over the real world • aware of the environment • always on and acting on behalf of the user (proactive)
AIM OF WEARABLE COMPUTING • To develop new interfaces that mediate (augment, deliberately diminish, or otherwise modify) non-computer activities • Without interfering with the user's everyday tasks • The design of wearable computers is still a topic of research, and a variety of user interfaces are being proposed.
HOW IT WORKS • Some wearable computers use “keyers” (keyswitches mounted to a grip, rather than to a board, as with a keyboard) and trackballs as input device. • Many try to use more intuitive means of input like gesture, speech recognition or context awareness. • The output may be presented through displays, lights or sound interfaces. • Some mediated reality (augmented, diminished, or otherwise modified reality) systems can also be considered wearable computers.
conventional mobile devices size limited by-display keyboard functionality wearable computer head mounted display no keyboard the smaller the better Packaging Density
realworld realworld 100 % 100 % user user Wearable versus mobile computingFocus on the interaction of user - system - environment realworld 95% >>50 % user wearablesystem <5% mobilesystem mobilesystem Interaction mode change
Application Areas • Warehouse picking • Inspection • Maintenance • Repair • Medical • Security • Military (Land Warrior/Pacific Consultants)
Personal/Recreational Use • Web surfing • Email/Text/Video Messaging • Note taking • Audio/Video Entertainment
Professional Use • Note reading through presentations • Constant contact with advisors/secretaries • Commuting/Working on the move • Desktop applications • Military applications
W.C. in the MEDICAL FIELD • Wrist worn medical monitoring devices
Body Temperature Control for Wearable Soldier Health Monitoring Systems
OTHER WEARABLE COMPUTERS • “Unmasking Mr. X” Game • Computerized Clothing ex. Business Suit easily accessible to the internet and important documents • Help the visually impaired • Space exploration • Motor Bike Racing – Crew Pit • Head and Shoulder Cameras
Commercialization of W.C. • Led by companies such as Xybernault, HandyKey, and ViA. Forced alliances with IBM and Sony in order to make wearable computing widely available. • In 1998 Seiko marketed the Ruputer, a computer in a (fairly large) wristwatch, to mediocre returns. • In 2001 IBM developed and publicly displayed two prototypes for a wristwatch computer running Linux, but the product never came to market.
Mission 2008 • Establish the Open Wearable Computing Group (OWCG) as standardization body in the area of wearable computing • Establish the International Forum in Applied Wearable Computing (IFAWC) as a world wide event to focus on application potentials*
Social Implications • Freak or Chic?
Social Implications • Will the use of wearable computers become a symbol of elitism or will they become accepted as part of the daily routine? • Is the integration of computer equipment into the body more acceptable than a wearable computer module?
CONCLUSION • Wearable Computing is an upcoming technology. • A Wearable Computer is not a belt-worn desktop computer. • It will become more important to work with instead of work at the computer. • IT-Support gets deeper into work processes. • Wearable Computing will bring efficiency on site. • A lot of work still to be done-looking forward to newer advanced versions.
REFERENCES • http://www.google.com • http://www.wearitatwork.com • http://www.cs.cmu.edu/~jeffreyn/ • http://www.cs.cmu.edu/~pebbles/puc/ • http://www.media.mit.edu/wearables/ • http://www.cs.rit.edu/~jrv/research/ar/ • http://www.seminartopics.com