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Wearable Computers. By Mehdia Mahmood IT Student, Pakistan. Wearable computer: . A wearable computer is a computer that is subsumed into the personal space of the user, controlled by the user, and has both operational and interactional constancy, i.e. is always on and always accessible.
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Wearable Computers By Mehdia Mahmood IT Student, Pakistan
Wearable computer: • A wearable computer is a computer that is subsumed into the personal space of the user, controlled by the user, and has both operational and interactional constancy, i.e. is always on and always accessible. • It’s a device that is always with the user, and into which the user can always enter commands and execute a set of such entered commands, and in which the user can do so while walking around or doing other activities.
The wearable computer is more than just a wristwatch or regular eyeglasses: it has the full functionality of a computer system but in addition to being a fully featured computer, it is also inextricably intertwined with the wearer. • It has been developed for general or special purpose information technologies and media development. • Wearable computers are especially useful for applications that require more complex computational support than just hardware coded logics.
History • In 1960s, cigarette-pack sized analog computer designed to predict “roulette wheels”. • In 1970s, the Evolution of Steve Mann’s “WearComp” wearable computer from backpack based systems and a camera-to-tactile vest for the blind, published by C.C. Collins and in the end of “70’s HP-01 algebraic calculator watch” by Hewlett-Packard. • In 1980s Steve Mann designed and built a backpack-mounted 6502-based computer to control flash-bulbs, cameras and other photographic systems Wearable Wireless Webcam.
Steve Roberts built Winnebiko-II, a recumbent bicycle. Reflection Technology marketed the Private Eye head-mounted display. • In 1990s, Twiddler chording keyboard made by Handykey, Edgar Matias and Mike Ruicci debuted the "wrist computer.“Mik Lamming and Mike Flynn at Xerox EuroPARC, demonstrated the “Forget-Me-Not.” • In 2000s, as part of Kevin Warwick's Project Cyborg a necklace made which was electronically linked to nervous system
Architecture • A framework called Sulawesi has been designed which gives the wearable computer an ability to accept input from any number of modalities, and perform if necessary a translation to any number of modal outputs. This system that has been designed comprises of three distinct parts: • Multimodal-multimedia based Input system, gathers raw data from the various sensors • Agent based core system, contains a natural language processing module and service agents • Proactive and Wearable Output system, decides when and how to render the results from the service agents
Features • Consistency: • There is a constant interaction between the computer and user • Multitasking • Wearable Computers provide computational support even when the user hands, eyes, voice and attention is actively engaged with physical environment • Mobility • Wearable computers must go where the wearer go.
Examples: • Motorolla wearable pc by which one can use his/her cell phone. • Twiddler • Factoid system • Sixth Sense by PranavMistry – a PhD candidate.
Advantages: • Portability • Hands free use • Comfortable • Always on the task it is designed • Quick to access • Fashionable
Disadvantages • Equipment can be heavy • Expensive • Some wearable computers can consist lot of wiring • Can cause irritation in heat • Side effects such as headache
References • Some Links: • http://wearcam.org/wearcompdef.html • http://www.media.mit.edu/wearables/ • http://en.wikipedia.org/wiki/Wearable_computer • http://www.itsf.org/brochure/wearable.html • An Article: • http://www.cs.man.ac.uk/~toby/writing/PCW/wear.htm • Examples: • http://www.microvision.com/wearable_displays/index.html • http://www.designboom.com/weblog/cat/16/view/5586/wearable-computers.html • http://www.handkey.com • PranavMistry • http://www.pranavmistry.com/projects/sixthsense/#ABOUT