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.
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.
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