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Wearable computers

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Wearable computers, also known as body-borne computers are miniature electronic devices that are worn by the bearer under, with or on top of clothing.

Wearable computers, also known as body-borne computers are miniature electronic devices that are worn by the bearer under, with or on top of clothing.

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  • 1. WEARABL E COMPUTE R BY : VISHNU R KRISHNAN
  • 2. INTRODUCTION  A “Wearable Computer” is a computer that could be worn on the body. Wearable computers could be anything from a small wrist mounted system to a bulky head mounted display as shown below:
  • 3. INTRODUCTION  Wearable computers are especially useful for applications that require computational support while the user's hands, voice, eyes, arms or attention are actively engaged with the physical environment.
  • 4. INVENTER OF WEARABLE COMPUTER  1991: Started the ”Wearable Computing Project” at MIT.  1995: World’s first covert wearable computer – camera and display concealed in ordinary eyeglasses.  1997: PhD from MIT in this field  Today, 2013: Works at University of Toronto . Steve Mann
  • 5. EVOLUTION IT ALL STARTED FROM 1980 PRESENT SCENARI After its invention, Wearable Computer have gone through 18 generations of development, with research going on at prestigious institutions like MIT, Georgia Tech and Carnegie Mellon University. Evolution of Mann’s wearable computers
  • 6. TECHNOLOGY AND GADGETS  What do you need for W.C.? 1. Head-mounted display. 2. Camera recording view. 3. Audio, e.g. speaker and mic. 4. Input device, e.g. keyboard. 5. The computer itself. 6. Network connection
  • 7. FEATURES  Consistency : There is always a constant interaction between the computer and the user and hence there is no need to turn the device on or off.  Multi-Tasking : Wearable computer provides computational support even when the user’s hands, voice, eyes, or attention is actively engaged with the physical environment.  Mobility : Wearable computers must go where the wearer goes. They are always on and their wearer can access them anytime.
  • 8. OPERATIONAL DETAILS  Software: The commonly used Operating System on a wearable computer is the WOS (WearComp OS). Redhat and GNU Linux can be run in close coordination as an Operating System too.  Hardware:  Display  Input device  Hard drive
  • 9. HARDWARE Display: The display device of a wearable computer is a head-mounted display (HMD) unit with an earpiece. Though there could be several other display devices intended for specific applications, HMD systems are of interest in the conversation of wearable computers.
  • 10. HARDWARE Input device:  Keyboard – Canesta’s IR keyboard. – Arm-strapped keyboard. – Twiddler chording keyboard.  Mouse
  • 11. HARDWARE  Voice recognition – Suitable at times, but not as a generic solution for everything  Multi-modal interfaces – Combining several types of inputs
  • 12. HARDWARE Camera  Any small camera. – Ordinary web camera. – Custom made camera.  Suitable placement – Head, follows user’s gaze. – Shoulder, more stable.
  • 13. NETWORK CONNECTION  Benefits of having a network – Access to the Internet. – Communication.  Wireless network connection – WLAN, IEEE802.11b – GPRS or UMTS (3G) – Bluetooth – Infra-red
  • 14. POWER SOURCE  Batteries add size, weight, and inconvenience to wearable computers.  However, there is no stopping to use to any of the miniature batteries, for example Lithium, Li-MnO2, Li-C, that are currently being used in electronic gadgets.
  • 15. Characteristics  Unrestrictive When using it you can do other things.  Observable It can keep your attention continuously if you want it to  Controllable It is a responsive system. You can grab control of it at any time you want
  • 16. Characteristics  Communicative It can be used as a communications medium when you want it to.  Attentive Wearable computer is environmentally aware, multimodal, and multisensory  Un monopolizing Wearable computer does not cut you off from the outside world such as a virtual reality game or the like
  • 17. APPLICATION  Augmented Memory  Face Recognition  Finger Tracking  Visual filter  Navigation  Wearable computer in a Wrist Watch  Wearable computer in Shoe
  • 18. AUGMENTED MEMORY  Elderly or people with poor memory. – Remember name and face of people.  Image processing can recognize a face and map it to the person’s name and affiliation.
  • 19. VISUAL FILTER  User wears non-transparent glasses with integrated displays, experiences the world through a camera.  Computer processed video stream. – Enhance contrast. – Adjust colors. – Night vision. – Enlarged view.
  • 20. WC in a Wrist Watch  Wrist watch running Linux and XFree86.  Clock and video application.
  • 21. OTHER APPLICATIONS  Military – Soldiers monitoring, health, equipment, etc. – Maps and terrain.  Workers trining and support  Architect  Researchers
  • 22. WEARABLE GAMING  BodyPad  - group of wearable sensors - turn a person's arms and legs into a joystick for PlayStation or Xbox fighting games.
  • 23. SMART SHOES  The shoes records the amount of exercise a child does and converts it into television watching time
  • 24. Wearable computers benefit industries such as warehousing and aircraft companies.
  • 25. APPLICATIONS
  • 26. ADVANTAGES  Portability.  Hands-free use.  Comfortable.  Always on for the task it is designed.  Quick to access.  Fashionable
  • 27. LIMITATIONS  Equipment can be heavy.  Expensive.  Some Wearable Computers can consist of a lot of wiring.  Can cause irritation in heat.  Side-Effects such as Headaches.  It may become easier to get data on an individual if the item is lost / stolen.
  • 28. CONCLUSION  Wearable computer will provide safety, efficiency and comfort for users.  True extension of mind and body.  Enhance the quality of life of the user at work place and in all parts of daily life.  here are even some reports that wearable will be the fashion of tomorrow

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