Wearable computing

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IT GIVES FACTS ABOUT WEARABLE COMPUTING,WHICH HAS SEEM IMMENSE GROWTH.

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Wearable computing

  1. 1. Wearable Computing - SUBMITTED BY SAAKSHI SRIVASTAVA
  2. 2. INTRODUCTION  Wearable Computing(Body-borne computing),consists of devices,worn by the bearer,thereby facilitating constant human- computer interaction and thus providing constant computational support,while the user's hands,voice,eyes,arms or attention are actively engaged with the physical environment.  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,hands-free cell phone etc.
  3. 3. TYPES OF WEARABLE-COMPUTING DEVICES WEARABLE DEVICES VUZIX M100 Smart Glasses Interactive T- Shirts USB Cufflinks I’m Watch I Wallet USB Necklace Wired Hoodie FuelBand
  4. 4. LATEST DEVELOPMENTS  Google,marks its entry into the wearable’s augmented-reality market with its “Project Glass”,it is expected to reach market in 2014.  LG,is set to release its device,namely “LG- Lifeband Touch”,providing users with fitness data,allowing them to check their movement and measure progress.  LG,is also set to release its “Heart Rate Earphones”,which measure blood flow signals in the ears,through PerformTek sensor technology.
  5. 5.  Nike launches,“Nike FuelBand”,it tracks one’s daily exercise and the calories burnt while doing those activities.For every activity,the LED will light up and let us know our progress.  Motorola,has officially unveiled its first smartwatch.“Moto-360”,the Moto 360,lets one know latest notifications and one can access further functions through the “OK Google” voice command if one wishes.  Samsung,launches “Samsung Gear Fit smartwatch”,it is packed with many health apps like pedometer,heart rate sensors,sleep,exercise app with standalone mode for running and walking while companion mode for,cycling and hiking.
  6. 6.  Nike launched “NIKE Hyperdunk+”,with this shoe,basketball players can monitor their speed, jump height and their overall game performance.There are sensors on the shoe that transmit information to our smartphone,via bluetooth.  Google,is "in talks”,to launch Android “GOOGLE Smartwatch” that would enter mass production within months,it features a touchscreen interface that allows user to swipe between time,calendar,weather info and Google+.  Epson,launched “Moverio BT-200 smart glasses”,in 2012,it includes a number of sensors like Accelerometer,Gyroscope and Magnetic compass for head-motion tracking and hands-free navigation.There is a front- facing camera for taking images and videos.
  7. 7. MAJOR APPLICATION AREAS  Augmented Reality :- Helps to overlay virtual information on the real world,Rememberance Agents (RAs),are wearables that,remind the wearer of potentially relevant information,of the user’s,physical and virtual environment.  Finger Tracking :- Here the computer is able to visually track the user's finger,the user would then be able to control the operating system in the manner,so as to digitise an image and virtually annotate it.  Face Recognition :-Working in conjunction with an appropriate face-finding software, face recognition would enable names to be overlaid on faces as the user moves about the world in his/her wearable computer.
  8. 8.  Navigation :- Connecting a Global Positioning System (GPS),to a wearable software allows the user to track himself ,while exploring a city.A visually impaired person might be able to receive warnings, of approaching objects and hence promote safety in their daily lives.  Remote sensing and maintenance :- By wearable means,the field workers would be able to get remote assistance and expertise through digital data, audio and image.With this help, even non- expert maintenance personnel can accomplish simple repairing tasks with the aid of remote experts at the help-desk.  Repair instruction :- By putting as little as 3 distinctive marks at known distances from each other,a wearable camera with known focal length can recover the 3-Dimensional (3-D) location of an object defined by these three marks.With the help of an on-line manual on the technician's wearable, one can extrapolate and derive the rest of the object's 3D location.
  9. 9. FACTS AND FIGURES  36 partners,from 15 countries,are in the consortium.  The growth of wearable devices,from 2011 to 2016,is estimated as follows:- 2011 2016  The growth in revenue,from Wearable Computing devices,from 2012 to 2018,is estimated as follows :- 2012 2018 14 BILLION 171 MILLION 750$ BILLION 58$ BILLION
  10. 10. FUTURE OPPORTUNITIES  Health sector  61% of the devices in wearable market are fitness or activity trackers.  Experts say that wearable devices,in the health and fitness sector,may generate up to $5 billion by 2016  Military sector  Hand worn terminals,heads-up displays and other such products will be majorly,used in the industrial and military sector,in the coming years,hence huge growth can be estimated.
  11. 11.  Industrial Sector  Industrial applications of Wearable devices,include the use of heads- up displays in production lines, hand-worn terminals in logistics and warehousing and smart clothing to track user location and detect industrial gases.  The market for wireless devices in industrial applications is forecast - ed to grow at a compound annual growth rate of 18.0% from 2011 to 2015.  Medical sector  Experts estimate,that the total market,in this sector,will experience a compound annual growth rate (CAGR) of 56.1 percent, with North America being the largest part of the field at 39 percent CAGR itself.  Research has projected that by 2016,wearable wireless medical device sales will reach more than 100 million devices annually.
  12. 12.  Infotainment sector  Growing from only 50,000 Xbox users in 2002,to 77 million users today,the fast growing gaming market represents a significant opportunity for augmented reality devices such as heads-up displays smart glasses,smart clothing and hand-worn terminals,which aim to enhance gaming experience.  Fitness and Wellness  The top 20 names in the Fitness and wellness industry,experienced a 10.3% CAGR in revenue over the last 3 years.  As part of 2012 telehealth report, it is forecasted that the number of patients,that would be using wearable computing devices,in this sector,like Fitness & Heart Rate Monitors, Foot Pods & Pedometers, Sleep Sensors,Audio Earbuds will grow to nearly 2M by 2018.
  13. 13. REFERENCES  “Wearable Technology - The Next Mobility Market is Booming!” from “www.wearabletechworld.com”.  “Wearable Technology – Market Assessment”,from “http://www.ihs.com”.  “Top Statistics about Wearable technology”,from “http://www.statista.com”.  “Wearable Computing”,from “http://www.interaction-design.org”.  “Wearable computing: 10 things you should know”,from “http://www.techrepublic.com”.  “The wearable computing market: a global analysis”,from “http://go.gigaom.com”.  “Wearable-Computing Past,Present and Future”,from “http://classes.soe.ucsc.edu”.  “10 Wearable Health Tech Devices To Watch”,from. “http://www.informationweek.com”
  14. 14.  “Science that will change our lives: Wearable computer ready for market”,from “http://www.nzherald.co.nz”.  “10 Hottest ‘Top-To-Toe’ Wearable Gadgets”,from “http://www.hongkiat.com”.  “Top 10 wearables from CES 2014”,from “http://www.phonearena.com”.  “Best Wearable Tech of CES 2014”,from “http://www.tomsguide.com”.  “Wearable Technology: Separating Fact from Science Fiction”,from “http://www.slideshare.net”.  “Future of Wearable Tech 2014”,from “http://www.slideshare.net”.  “WEARABLE COMPUTERS : Next Gen?”, from “http://www.slideshare.net”.  “Wearable computing devices could have enterprise prospects”,from “http://searchconsumerization.techtarget.com”.

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