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Wearable Computer

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  • 1. By Mehdia Mahmood IT Student, Pakistan
  • 2.
    • 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.
    Wearable computer:
  • 3.
    • 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.
  • 4. 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.
  • 5.
    • 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
  • 6.
    • 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
    Architecture
  • 7. 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.
  • 8.
    • Examples:
    • Motorolla wearable pc by which one can use his/her cell phone.
    • Twiddler
    • Factoid system
    • Sixth Sense by Pranav Mistry – a PhD candidate.
  • 9.  
  • 10.  
  • 11. Advantages:
    • Portability
    • Hands free use
    • Comfortable
    • Always on the task it is designed
    • Quick to access
    • Fashionable
  • 12. Disadvantages
    • Equipment can be heavy
    • Expensive
    • Some wearable computers can consist lot of wiring
    • Can cause irritation in heat
    • Side effects such as headache
  • 13.
    • 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
    • Pranav Mistry
    • http://www.pranavmistry.com/projects/sixthsense/#ABOUT
    References
  • 14.