3. INTRODUCTION
• Google Glass is a wearable computer
with an OHMD
• Uses hand-free format to display
information
• Take pictures, videos translate your
voice to another language
5. EYE TAP TECHNOLOGY
• EyeTap is a device that is worn in front of the eye that acts as
a camera to record the scene available to the eye as well as a display
6. AUGMENT REALITY
• Superimpose graphics, audio and other sensory enhancements over a
real-world environment in real time
7. AMBIENT INTELLIGENCE
• Refers to electronic environments that are sensitive and responsive to
the presence of people
8. Android
• Android is a Linux-based operating for mobile devices such as smart
phones and tablet computers, developed by Google in conjunction with
the Open handset Alliance.
9. DESIGN PERSPECTIVE
Video Display
• Its features with the small video display that is used to display the pop up
hands free information.
10. Camera
• Google Glass has the ability to take photos and record 720p HD video in a
glimpse.
11. Speaker
• Google glasses are designed to be hands free wearable device that can be
used to make or receive calls too. So a speaker is also designed by the ear.
12. Microphone
• A microphone is also put in, that can take the voice commands of the wearer
of user. This microphone is also used for having telephonic communication.
14. Technical specifications
• Android 4.0.4 and higher
• 1.2 Ghz dual core processor
• 5-megapixel camera, capable of 720p video recording
• Wi-Fi 802.11b/g
• Bluetooth
• 16GB storage (12 GB available)
• 682MB RAM
• Accelerometer
• Magnetometer (compass)
• Touchpad for controller Input
15. ADVANTAGES
• Easy to wear and use.
• Sensitive and responsive to the presence of people.
• Fast access of maps, documents, videos, chats and much more.
• A useful technology for all kinds of handicapped/disabled people
16. DISADVANTAGES
• Can be easily broken or damaged..
• lead to accidents while driving
• Last only 4 – 5 hours
• It requires a internet connection
17. CONCLUSION
Google glasses are basically wearable computers that use the
evolving familiar technologies that brings the sophistication and ease of
communication and information access even for the physically
challenged class of people those literally could not use general way of
palmtops and mobiles.
18. REFERENCES
[1]Thad Starner, “Wearable Computing” Pervasive Computing,
IEEEComputer Society,Volume: 12,Issue: 2, 2013, pp. 14 –16
[2]T.E. Starner, “Use of Mobile Appointment Scheduling Devices,”
Extended Abstracts on Human Factors in Computing Systems (CHI
EA 04), ACM, 2004, pp. 1501–1504
[3]Google.com/Glass
[4]electronics.howstuffworks.com