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Anurag Engineering College
Department of ECE Page 1
1. INTRODUCTION
1.1Virtual reality (VR):
Virtual reality is a term that applies to computer-simulated environments that can simulate
physical presence in places in the real world, as well as in imaginary worlds. It covers remote
communication environments which provide virtual presence of users with the concepts of tele
presence and tele existence or a virtual artifact (VA). The simulated environment can be similar
to the real world in order to create a experience. Virtual reality is often used to describe a wide
variety of applications commonly associated with immersive, highly visual, 3D environments.
The development of CAD software, graphics hardware acceleration, head mounted displays,
database gloves, and miniaturization.
1.2 Augmented reality (AR):
Augmented reality is a live, direct or indirect, view of a physical, real-world environment whose
elements are augmented by generated sensory input such as sound, video, graphics or GPS data.
It is related to a more general concept called mediated reality, in which a view of reality is
modified (possibly even diminished rather than augmented) by a computer. As a result, the
technology functions by enhancing one’s current perception of reality. By contrast, virtual
reality replaces the real world with a simulated one. Augmentation is conventionally in real-
time and in semantic context with environmental elements.
1.3 ProjectGlass:
Project Glass is a research and development program by Google to develop an augmented
reality head-mounted display (HMD). It is part of the Google X Lab, which works on other
futuristic technologies. The intended purpose of Project Glass products would be the hands-free
displaying of information currently available to most smart phone users, and allowing for
interaction with the Internet via natural language voice commands. The functionality and
physical appearance (minimalist design of the aluminum strip with 2 nose pads) has been
compared to Steve Mann's Eye Tap, which was also referred to as "Glass". The operating
system software used in the glass will be Google's Android.
Anurag Engineering College
Department of ECE Page 2
As per many reports, Google is expected to start selling eyeglasses that will project information,
entertainment and, this being a Google product, advertisements onto the lenses. These glasses
will have the combined features of virtual reality and augmented reality.
The Google Glasses can use a 4G cell connection to pull in information from Google’s mountain
of data and display info about the real world in augmented reality on the lens in front of your
eye. As you turn your head you’ll get information about your surroundings and nearby objects
from Google Goggles, info on buildings and establishments from Google Maps, even your
friends’ nearby check-ins from Latitude. The company has no plans to sell ads into your newly
augmented view of the world, but will consider it if the product really catches on.
Fig: 1.1Overview of Google Glass
The glasses are not being designed to be worn constantly although Google engineers expect
some users will wear them a lot but will be more like smart phones, used when needed, with the
lenses serving as a kind of see-through computer monitor. The overview of Google glass is
shown in figure 1.1
Google glasses are basically wearable computers that will use the same Android software that
powers Android smart phones and tablets. Like smart phones and tablets, the glasses will be
equipped with GPS and motion sensors. They will also contain a camera and audio inputs and
outputs
Anurag Engineering College
Department of ECE Page 3
2. LITERATURE SURVEY
2.1 EXISTING MODEL:
Maes MIT group, which includes seven graduate students, were thinking about how a person
could be more integrated into the world around them and access information without having to
do something like take out a phone. They initially produced a wristband that would read a Radio
Frequency Identification tag to know, for example, which book a user is holding in a store. They
also had a ring that used infrared to communicate by beacon to supermarket smart shelves to give
you information about products. As we grab a package of macaroni, the ring would glow red or
green to tell us if the product was organic or free of peanut traces whatever criteria we program
into the system. They wanted to make information more useful to people in real time with
minimal effort in a way that doesn’t require any behavior changes. The wristband was getting
close, but we still had to take out our cell phone to look at the information.
That’s when they struck on the idea of accessing information from the internet and projecting it.
So someone wearing the wristband could pick up a paperback in the bookstore and immediately
call up reviews about the book, projecting them onto a surface in the store or doing a keyword
search through the book by accessing digitized pages on Amazon or Google
Fig 2.1: Earlier device
Anurag Engineering College
Department of ECE Page 4
3. PROPOSED MODEL
Fig: 3.1Google glasses
Several people who have seen the glasses, but who are not allowed to speak publicly about them,
said that the location information was a major feature of the glasses. Through the built-in camera
on the glasses, Google will be able to stream images to its rack computers and return augmented
reality information to the person wearing them. For instance, a person looking at a landmark
could see detailed historical information and comments about it left by friends. The Google
glasses is shown in figure 3.1
Glass has a very simple, clean design that, in some regards, is beautiful and elegant; in others,
crude and clumsy. We'll start with the elegant bits, most compelling being the plastic-backed
titanium band that sweeps around and forms the frame. It's a single piece that grows very subtly
thinner in the middle and thicker on the edges, deceptively simple from a distance and strongly
defining the overall look. From here, two nose grippers (also titanium) arc down, each one
terminating with a clear silicone pad. These pads are replaceable and tacky enough to keep the
whole assembly from immediately sliding down your nose. That's not to say they stay
completely in place in fact they will slowly, but surely migrate lower, particularly if your nose is
anything but perfectly dry.
Anurag Engineering College
Department of ECE Page 5
3.1 Hardware components:
1. Camera
2. Speaker
3. Button
4. Video display
5. Microphone
3.1.1 Video Display:
Its features with the small video display that is used to display the pop up hands free information. The
video display of Google glasses is shown in figure 3.1
Fig: 3.1 Video display of Google Glass
3.1 .2 Camera:
It also has the front facing video camera with which photos and videos can be taken in a glimpse. The
camera is shown in figure 3.2
Fig: 3.2 Camera of Google Glass
Anurag Engineering College
Department of ECE Page 6
3.1.3 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. Speaker of Google glasses is shown in figure 3.3
Fig: 3.3 Speaker of Google Glass
3.1.4 Button:
A single button on the side of the frame sophisticates the glasses to work with the physical touch input.
The button of Google glasses is shown in figure 3.4
Fig: 3.4 Button of Google Glass
3.1.5 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.
3.1.6 Battery:
One full day of typical use. Some features, like video calls and video recording, are more battery
intensive.
Anurag Engineering College
Department of ECE Page 7
4. TECHNOLOGIES USED
4.1 Wearable Computing:
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. This class of wearable
technology 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. The wearable computing is
shown in figure 4.1
Fig: 4.1 Wearable computing
One of the main features of a wearable computer is consistency. There is a
constant interaction between the computer and user, i.e. there is no need to turn the device on or
off. Another feature is the ability to multi-task. It is not necessary to stop what you are doing to
use the device; it is augmented into all other actions. These devices can be incorporated by the
user to act like a prosthetic. It can therefore be an extension of the user’s mind and/or body.
Anurag Engineering College
Department of ECE Page 8
4.2 Ambient Intelligence:
Ambient Intelligence (AmI) refers to electronic environments that are sensitive and responsive to
the presence of people. Ambient intelligence is a vision on the future of consumer
electronics, telecommunications and computing.
In computing, ambient intelligence refers to electronic environments that are sensitive and
responsive to the presence of people. Ambient intelligence is a vision on the future of consumer
electronics, telecommunications and computing that was originally developed in the late 1990s
for the time frame 2010–2020. In an ambient intelligence world, devices work in concert to
support people in carrying out their everyday life activities, tasks and rituals in an easy, natural
way using information and intelligence that is hidden in the network connecting these devices.
As these devices grow smaller, more connected and more integrated into our environment, the
technology disappears into our surroundings until only the user interface remains perceivable by
users. The ambient intelligence paradigm builds upon pervasive computing, ubiquitous
computing, profiling, context awareness, and human-centric computer interaction design and is
characterized by systems the Ambient environment is shown in figure 4.2
Fig: 4.2 Ambient Intelligence Environments
Anurag Engineering College
Department of ECE Page 9
In an ambient intelligence world, devices work in concert to support people in carrying out their
everyday life activities, tasks and rituals in easy, natural way using information and intelligence
that is hidden in the network connecting these devices. As these devices grow smaller, more
connected and more integrated into our environment, the technology disappears into our
surroundings until only the user interface remains perceivable by users.
4.3 Smart Clothing:
Smart clothing is the next generation of apparel. It is a combination of new fabric technology and
digital technology, which means that the clothing is made with new signal-transfer fabric
technology installed with digital devices. New modern fabrics, also called smart fabrics and
intelligent cloth become now a real fact, are commonly sold and used. The main goal is to find
new improved features of material than classic textile materials and garments, mainly audio
applications of electronics into clothing, as well as other electrical components and sensors. Area
of smart clothing is constantly expanding and reaching the casual wear, work clothing, special
protective clothing, medical garments and applications in military uniforms. Structuring of smart
textiles is very difficult; however we can use the classic division into passive smart fabrics,
allowing only monitoring of changes, and active smart fabrics, which enables the monitoring of
prescribed quantities by sensors as well as the response to the initiative. For example sports and
protective clothing to the stabilization of temperature with heating elements could be named.
Third generations are super smart clothes which adapt their function according to external
conditions; these clothes are mostly in the development stage. Since this smart clothing is still
under development, many problems have occurred due to the absence of the standardization of
technology. Therefore, the efficiency of technology development can be strengthened through
industrial standardization.
Fig: 4.3 Smart Clothing
Anurag Engineering College
Department of ECE Page 10
The first phase is selecting standardization factors to propose a standardization road map. The
second phase is to research and collect related test evaluation methods of smart clothing. For
this, we selected two categories, which are clothing and electricity/electron properties. The third
phase is establishing a standardization road map for smart clothing. In this study, test evaluations
have not yet been conducted and proved. However, this study shows how to approach
standardization. The smart clothing is shown in figure 4.3. We expect that it will be valuable for
developing smart clothing technology and standardization in the future.
4.4 Eye Tap Technology:
An Eye Tap 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 to superimpose a computer-generated imagery on the
original scene available to the eye. This structure allows the user's eye to operate as both a
monitor and a camera as the Eye Tap intakes the world around it and augments the image the
user sees allowing it to overlay computer-generated data over top of the normal world the user
would perceive. The eye tap technology is shown in figure 4.4. The Eye Tap is a hard technology
to categorize under the three main headers for wearable computing (Constancy, Augmentation,
Mediation) for while it is in theory a constancy technology in nature it also has the ability to
augment and mediate the reality the user perceives.
Fig: 4.4 Eye Tap Technology
3.5 Smart Grid Technology:
A smart grid is an electrical grid that uses information and communications technology to gather
and act on information, such as information about the behaviors of suppliers and consumers, in
an automated fashion to improve the efficiency, reliability, economics, and sustainability of the
production and distribution of electricity.
Anurag Engineering College
Department of ECE Page 11
3.6 4G Technology:
4G is the fourth generation of cell phone mobile communications standards. It is a successor of
the third generation (3G) standards. In telecommunication systems, 4G is the fourth generation
of mobile phone mobile communication technology standards. It is a successor to the third
generation (3G) standards. A 4G system provides mobile ultra-broadband Internet access, for
example to laptops with USB wireless modems, to smart phones, and to other mobile devices.
Conceivable applications include amended mobile web access, IP telephony, gaming services,
high-definition mobile TV, video conferencing, 3D television, and cloud computing. Two 4G
candidate systems are commercially deployed: the Mobile WiMAX standard (first used in South
Korea in 2006), and the first-release Long Term Evolution (LTE) standard (in Oslo, Norway and
Stockholm, Sweden since 2009). It has however been debated if these first-release versions
should be considered to be 4G or not, as discussed in the technical definition section below.
In the United States, Sprint (previously Clear wire) has deployed Mobile WiMAX networks
since 2008, and Metro PCS was the first operator to offer LTE service in 2010. USB wireless
modems have been available since the start, while WiMAX smart phones have been available
since 2010 and LTE smart phones since 2011. Equipment made for different continents is not
always compatible, because of different frequency bands. Mobile WiMAX is currently (April
2012) not available for the European market. A 4G system provides mobile ultra-
broadband Internet access, for example to laptops with USB wireless modems, to smart phones,
and to other mobile devices. As opposed to earlier generations, a 4G system does not support
traditional circuit-switched telephony service, but all-Internet Protocol (IP) based communication
such as IP telephony. As seen below, the spread spectrum radio technology used in 3G systems is
abandoned in all 4G candidate systems and replaced by OFDMA multi-carrier transmission and
other frequency-domain equalization (FDE) schemes, making it possible to transfer very high bit
rates despite extensive multi-path radio propagation (echoes). The peak bit rate is further
improved by smart antenna arrays for multiple-input multiple-output (MIMO) communications.
The term "generation" used to name successive evolutions of radio networks in general is
arbitrary. There are several interpretations, and no official definition has been made despite the
consensus behind ITU-R's labels. From ITU-R's point of view, 4G is equivalent to IMT-
Anurag Engineering College
Department of ECE Page 12
Advanced which has specific performance requirements as explained below. According to
operators, a generation of network refers to the deployment of a new non-backward-compatible
technology. The end user expects the next generation of network to provide better performance
and connectivity than the previous generation. Meanwhile, GSM, UMTS and LTE networks
coexist; and end-users will only receive the benefit of the new generation architecture when they
simultaneously: use an access device compatible with the new infrastructure, are within range of
the new infrastructure, and pay the provider for access to that new infrastructure.
3.7 Android Technology:
Fig: 4.5 Android Operating System
Android is a Linux-based operating system for mobile devices such as smart phones and tablet
computers, developed by Google in conjunction with the Open Handset Alliance. Android
is open source and Google releases the code under the Apache License. This open source code
and permissive licensing allows the software to be freely modified and distributed by device
manufacturers, wireless carriers and enthusiast developers. Additionally, Android has a large
community of developers writing applications ("apps") that extend the functionality of devices,
written primarily in a customized version of the Java programming language. In October 2012,
there were approximately 700,000 apps available for Android, and the estimated number of
applications downloaded from Google Play, Android's primary app store, was 25 billion. The
mobile development community is at a tipping point. Mobile users demand more choice, more
Anurag Engineering College
Department of ECE Page 13
opportunities to customize their phones, and more functionality. Mobile operators want to
provide value-added content to their subscribers in a manageable and lucrative way. Mobile
developers want the freedom to develop the powerful mobile applications users demand with
minimal roadblocks to success. Finally, handset manufacturers want a stable, secure, and
affordable platform to power their devices. Up until now single mobile platform has adequately
addressed the needs of all the parties. Enter Android, which is a potential game-changer for the
mobile development community. An innovative and open platform, Android is well positioned to
address the growing needs of the mobile marketplace. This chapter explains what Android is,
how and why it was developed, and where the platform fits in to the established mobile
marketplace. The Linux 2.6 kernel handles core system services and acts as a hardware
abstraction layer (HAL) between the physical hardware of the handset and the Android
software stack. The android operating system is shown is shown in figure 4.5
Although Android has many innovative features not available in existing mobile platforms, its
designers also leveraged many tried-and-true approaches proven to work in the wireless world.
It’s true that many of these features appear in existing proprietary platforms, but Android
combines them in a free and open fashion, while simultaneously addressing many of the flaws on
these competing platforms. The Android mascot is a little green robot often used to depict
Android-related materials. Android is the first in a new generation of mobile platforms, giving its
platform developers a distinct edge on the competition. Android’s designers examined the
benefits and drawbacks of existing platforms and then incorporate their most successful features.
At the same time, Android’s designers avoided the mistakes others suffered in the past.
Mobile software development has evolved over time. Android has emerged as a new mobile
development platform, building on past successes and avoiding past failures of other platforms.
Android was designed to empower the developer to write innovative applications. The platform
is open source, with no up-front fees, and developers enjoy many benefits over other competing
platforms. Now it’s time to dive deeper and start writing Android code, so you can evaluate what
Android can do for you. In the next chapter, we configure the Android development environment
and take a brief walk through the Android SDK.
Anurag Engineering College
Department of ECE Page 14
5. WORKING
The device will probably communicate with mobile phones through Wi-Fi and display contents
on the video screen as well as respond to the voice commands of the user. Google put together a
short video demonstrating the features and apps of Google glasses. It mainly concentrates on the
social networking, navigation and communication. The video camera senses the environment and
recognizes the objects and people around. The whole working of the Google glasses depends
upon the user voice commands itself.
Fig 5.1: The overall working of Google glasses
The device will probably communicate with mobile phones through Wi-Fi and display contents
on the video screen as well as respond to the voice commands of the user. Google put together a
short video demonstrating the features and apps of Google glasses. It mainly concentrates on the
Anurag Engineering College
Department of ECE Page 15
social networking, navigation and communication. The video camera senses the environment and
recognizes the objects and people around.
The whole working of the Google glasses depends upon the user voice commands itself. Sergey
Brin has been loosely associated with Batman since the fall of 2011, setting persuasive
discursive grounds for actions that Google takes. A compelling character in the narrative that
charts this technology’s emergence, the name “Sergey Brin” appears 713 times in the corpus of
1,000 print and online news articles about Google Glass. Often the story concentrates on Brin’s
activities, comments, whereabouts, and future expectations amid news of a technology that only
exists as an artifact of the press for the public. Rupert Till explains the definition of how an
individual must amass popular fame in order to form a “cult of personality”: A celebrity is
someone who is well known for being famous, and whose name alone is recognizable, associated
with their image, and is capable of generating money For a star to progress to a point where they
are described as a popular icon requires their achievement of a level of fame at which they are
treated with the sort of respect traditionally reserved for religious figures. In order to be
described as a popular icon, a star has to become a religious figure, to develop their own
personality cult and recruit followers.
Anurag Engineering College
Department of ECE Page 16
6. APPLICATIONS
• Photography And Video
• Send Message And Google Search
• Google Translate And Google Maps
• With a tap you can extend the recording indefinitely
Anurag Engineering College
Department of ECE Page 17
7. ADVANTAGES & DISADVANGES
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 new trend for fashion lovers together being an innovative technology.
 A spectacle based computer to reside directly on your eyes rather than in your pouch or
pocket.
 A useful technology for all kinds of handicapped/disabled people.
DISADVANTAGES:
 Can be easily broken or damaged. Though Google wants these glasses to be as modest as
achievable, they seem to be extremely breakable. Users will have a tough time taking
care of it.
 These glasses show the retrieved data in front of users eyes so it will be a tough
experience for them since they will focus on that data and will eventually miss the
surroundings that may lead to accidents while driving.
 The resource for running these glasses is still unknown. Will there be a battery or it will
run using solar energy?
 Privacy of people may breach with new glasses.
Anurag Engineering College
Department of ECE Page 18
8. FUTURE SCOPE
Google Glass is as futuristic a gadget we’ve seen in recent times. It’s limited in scope right
now, but the future, Google believes, is bright and the device itself is “incredibly
compelling”. Google is trying their hardest to push the Project Glass through the FCC this
year. Reports show that Google is trying to get the approval by the FCC this year but there
are already several hundred glasses made for testing internally.
Anurag Engineering College
Department of ECE Page 19
9. 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
Anurag Engineering College
Department of ECE Page 20
10. REFERENCES
 http://dl.acm.org/citation.cfm?id=1601355
 http://en.wikipedia.org/wiki/Android_(operating_system)
 http://www.webmd.boots.com/eye-health/news/20120411/will-google-glasses-be-safe
 http://www.thenewstribe.com/2012/04/08/google-project-glasses-success-or-another-
failure/#.UFMcL7LiaAA
 http://www.redmondpie.com/google-project-glass-gets-an-awesome-skydiving-demo-
at-io-explorer-edition-up-for-pre-order-video/

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google glases document

  • 1. Anurag Engineering College Department of ECE Page 1 1. INTRODUCTION 1.1Virtual reality (VR): Virtual reality is a term that applies to computer-simulated environments that can simulate physical presence in places in the real world, as well as in imaginary worlds. It covers remote communication environments which provide virtual presence of users with the concepts of tele presence and tele existence or a virtual artifact (VA). The simulated environment can be similar to the real world in order to create a experience. Virtual reality is often used to describe a wide variety of applications commonly associated with immersive, highly visual, 3D environments. The development of CAD software, graphics hardware acceleration, head mounted displays, database gloves, and miniaturization. 1.2 Augmented reality (AR): Augmented reality is a live, direct or indirect, view of a physical, real-world environment whose elements are augmented by generated sensory input such as sound, video, graphics or GPS data. It is related to a more general concept called mediated reality, in which a view of reality is modified (possibly even diminished rather than augmented) by a computer. As a result, the technology functions by enhancing one’s current perception of reality. By contrast, virtual reality replaces the real world with a simulated one. Augmentation is conventionally in real- time and in semantic context with environmental elements. 1.3 ProjectGlass: Project Glass is a research and development program by Google to develop an augmented reality head-mounted display (HMD). It is part of the Google X Lab, which works on other futuristic technologies. The intended purpose of Project Glass products would be the hands-free displaying of information currently available to most smart phone users, and allowing for interaction with the Internet via natural language voice commands. The functionality and physical appearance (minimalist design of the aluminum strip with 2 nose pads) has been compared to Steve Mann's Eye Tap, which was also referred to as "Glass". The operating system software used in the glass will be Google's Android.
  • 2. Anurag Engineering College Department of ECE Page 2 As per many reports, Google is expected to start selling eyeglasses that will project information, entertainment and, this being a Google product, advertisements onto the lenses. These glasses will have the combined features of virtual reality and augmented reality. The Google Glasses can use a 4G cell connection to pull in information from Google’s mountain of data and display info about the real world in augmented reality on the lens in front of your eye. As you turn your head you’ll get information about your surroundings and nearby objects from Google Goggles, info on buildings and establishments from Google Maps, even your friends’ nearby check-ins from Latitude. The company has no plans to sell ads into your newly augmented view of the world, but will consider it if the product really catches on. Fig: 1.1Overview of Google Glass The glasses are not being designed to be worn constantly although Google engineers expect some users will wear them a lot but will be more like smart phones, used when needed, with the lenses serving as a kind of see-through computer monitor. The overview of Google glass is shown in figure 1.1 Google glasses are basically wearable computers that will use the same Android software that powers Android smart phones and tablets. Like smart phones and tablets, the glasses will be equipped with GPS and motion sensors. They will also contain a camera and audio inputs and outputs
  • 3. Anurag Engineering College Department of ECE Page 3 2. LITERATURE SURVEY 2.1 EXISTING MODEL: Maes MIT group, which includes seven graduate students, were thinking about how a person could be more integrated into the world around them and access information without having to do something like take out a phone. They initially produced a wristband that would read a Radio Frequency Identification tag to know, for example, which book a user is holding in a store. They also had a ring that used infrared to communicate by beacon to supermarket smart shelves to give you information about products. As we grab a package of macaroni, the ring would glow red or green to tell us if the product was organic or free of peanut traces whatever criteria we program into the system. They wanted to make information more useful to people in real time with minimal effort in a way that doesn’t require any behavior changes. The wristband was getting close, but we still had to take out our cell phone to look at the information. That’s when they struck on the idea of accessing information from the internet and projecting it. So someone wearing the wristband could pick up a paperback in the bookstore and immediately call up reviews about the book, projecting them onto a surface in the store or doing a keyword search through the book by accessing digitized pages on Amazon or Google Fig 2.1: Earlier device
  • 4. Anurag Engineering College Department of ECE Page 4 3. PROPOSED MODEL Fig: 3.1Google glasses Several people who have seen the glasses, but who are not allowed to speak publicly about them, said that the location information was a major feature of the glasses. Through the built-in camera on the glasses, Google will be able to stream images to its rack computers and return augmented reality information to the person wearing them. For instance, a person looking at a landmark could see detailed historical information and comments about it left by friends. The Google glasses is shown in figure 3.1 Glass has a very simple, clean design that, in some regards, is beautiful and elegant; in others, crude and clumsy. We'll start with the elegant bits, most compelling being the plastic-backed titanium band that sweeps around and forms the frame. It's a single piece that grows very subtly thinner in the middle and thicker on the edges, deceptively simple from a distance and strongly defining the overall look. From here, two nose grippers (also titanium) arc down, each one terminating with a clear silicone pad. These pads are replaceable and tacky enough to keep the whole assembly from immediately sliding down your nose. That's not to say they stay completely in place in fact they will slowly, but surely migrate lower, particularly if your nose is anything but perfectly dry.
  • 5. Anurag Engineering College Department of ECE Page 5 3.1 Hardware components: 1. Camera 2. Speaker 3. Button 4. Video display 5. Microphone 3.1.1 Video Display: Its features with the small video display that is used to display the pop up hands free information. The video display of Google glasses is shown in figure 3.1 Fig: 3.1 Video display of Google Glass 3.1 .2 Camera: It also has the front facing video camera with which photos and videos can be taken in a glimpse. The camera is shown in figure 3.2 Fig: 3.2 Camera of Google Glass
  • 6. Anurag Engineering College Department of ECE Page 6 3.1.3 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. Speaker of Google glasses is shown in figure 3.3 Fig: 3.3 Speaker of Google Glass 3.1.4 Button: A single button on the side of the frame sophisticates the glasses to work with the physical touch input. The button of Google glasses is shown in figure 3.4 Fig: 3.4 Button of Google Glass 3.1.5 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. 3.1.6 Battery: One full day of typical use. Some features, like video calls and video recording, are more battery intensive.
  • 7. Anurag Engineering College Department of ECE Page 7 4. TECHNOLOGIES USED 4.1 Wearable Computing: 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. This class of wearable technology 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. The wearable computing is shown in figure 4.1 Fig: 4.1 Wearable computing One of the main features of a wearable computer is consistency. There is a constant interaction between the computer and user, i.e. there is no need to turn the device on or off. Another feature is the ability to multi-task. It is not necessary to stop what you are doing to use the device; it is augmented into all other actions. These devices can be incorporated by the user to act like a prosthetic. It can therefore be an extension of the user’s mind and/or body.
  • 8. Anurag Engineering College Department of ECE Page 8 4.2 Ambient Intelligence: Ambient Intelligence (AmI) refers to electronic environments that are sensitive and responsive to the presence of people. Ambient intelligence is a vision on the future of consumer electronics, telecommunications and computing. In computing, ambient intelligence refers to electronic environments that are sensitive and responsive to the presence of people. Ambient intelligence is a vision on the future of consumer electronics, telecommunications and computing that was originally developed in the late 1990s for the time frame 2010–2020. In an ambient intelligence world, devices work in concert to support people in carrying out their everyday life activities, tasks and rituals in an easy, natural way using information and intelligence that is hidden in the network connecting these devices. As these devices grow smaller, more connected and more integrated into our environment, the technology disappears into our surroundings until only the user interface remains perceivable by users. The ambient intelligence paradigm builds upon pervasive computing, ubiquitous computing, profiling, context awareness, and human-centric computer interaction design and is characterized by systems the Ambient environment is shown in figure 4.2 Fig: 4.2 Ambient Intelligence Environments
  • 9. Anurag Engineering College Department of ECE Page 9 In an ambient intelligence world, devices work in concert to support people in carrying out their everyday life activities, tasks and rituals in easy, natural way using information and intelligence that is hidden in the network connecting these devices. As these devices grow smaller, more connected and more integrated into our environment, the technology disappears into our surroundings until only the user interface remains perceivable by users. 4.3 Smart Clothing: Smart clothing is the next generation of apparel. It is a combination of new fabric technology and digital technology, which means that the clothing is made with new signal-transfer fabric technology installed with digital devices. New modern fabrics, also called smart fabrics and intelligent cloth become now a real fact, are commonly sold and used. The main goal is to find new improved features of material than classic textile materials and garments, mainly audio applications of electronics into clothing, as well as other electrical components and sensors. Area of smart clothing is constantly expanding and reaching the casual wear, work clothing, special protective clothing, medical garments and applications in military uniforms. Structuring of smart textiles is very difficult; however we can use the classic division into passive smart fabrics, allowing only monitoring of changes, and active smart fabrics, which enables the monitoring of prescribed quantities by sensors as well as the response to the initiative. For example sports and protective clothing to the stabilization of temperature with heating elements could be named. Third generations are super smart clothes which adapt their function according to external conditions; these clothes are mostly in the development stage. Since this smart clothing is still under development, many problems have occurred due to the absence of the standardization of technology. Therefore, the efficiency of technology development can be strengthened through industrial standardization. Fig: 4.3 Smart Clothing
  • 10. Anurag Engineering College Department of ECE Page 10 The first phase is selecting standardization factors to propose a standardization road map. The second phase is to research and collect related test evaluation methods of smart clothing. For this, we selected two categories, which are clothing and electricity/electron properties. The third phase is establishing a standardization road map for smart clothing. In this study, test evaluations have not yet been conducted and proved. However, this study shows how to approach standardization. The smart clothing is shown in figure 4.3. We expect that it will be valuable for developing smart clothing technology and standardization in the future. 4.4 Eye Tap Technology: An Eye Tap 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 to superimpose a computer-generated imagery on the original scene available to the eye. This structure allows the user's eye to operate as both a monitor and a camera as the Eye Tap intakes the world around it and augments the image the user sees allowing it to overlay computer-generated data over top of the normal world the user would perceive. The eye tap technology is shown in figure 4.4. The Eye Tap is a hard technology to categorize under the three main headers for wearable computing (Constancy, Augmentation, Mediation) for while it is in theory a constancy technology in nature it also has the ability to augment and mediate the reality the user perceives. Fig: 4.4 Eye Tap Technology 3.5 Smart Grid Technology: A smart grid is an electrical grid that uses information and communications technology to gather and act on information, such as information about the behaviors of suppliers and consumers, in an automated fashion to improve the efficiency, reliability, economics, and sustainability of the production and distribution of electricity.
  • 11. Anurag Engineering College Department of ECE Page 11 3.6 4G Technology: 4G is the fourth generation of cell phone mobile communications standards. It is a successor of the third generation (3G) standards. In telecommunication systems, 4G is the fourth generation of mobile phone mobile communication technology standards. It is a successor to the third generation (3G) standards. A 4G system provides mobile ultra-broadband Internet access, for example to laptops with USB wireless modems, to smart phones, and to other mobile devices. Conceivable applications include amended mobile web access, IP telephony, gaming services, high-definition mobile TV, video conferencing, 3D television, and cloud computing. Two 4G candidate systems are commercially deployed: the Mobile WiMAX standard (first used in South Korea in 2006), and the first-release Long Term Evolution (LTE) standard (in Oslo, Norway and Stockholm, Sweden since 2009). It has however been debated if these first-release versions should be considered to be 4G or not, as discussed in the technical definition section below. In the United States, Sprint (previously Clear wire) has deployed Mobile WiMAX networks since 2008, and Metro PCS was the first operator to offer LTE service in 2010. USB wireless modems have been available since the start, while WiMAX smart phones have been available since 2010 and LTE smart phones since 2011. Equipment made for different continents is not always compatible, because of different frequency bands. Mobile WiMAX is currently (April 2012) not available for the European market. A 4G system provides mobile ultra- broadband Internet access, for example to laptops with USB wireless modems, to smart phones, and to other mobile devices. As opposed to earlier generations, a 4G system does not support traditional circuit-switched telephony service, but all-Internet Protocol (IP) based communication such as IP telephony. As seen below, the spread spectrum radio technology used in 3G systems is abandoned in all 4G candidate systems and replaced by OFDMA multi-carrier transmission and other frequency-domain equalization (FDE) schemes, making it possible to transfer very high bit rates despite extensive multi-path radio propagation (echoes). The peak bit rate is further improved by smart antenna arrays for multiple-input multiple-output (MIMO) communications. The term "generation" used to name successive evolutions of radio networks in general is arbitrary. There are several interpretations, and no official definition has been made despite the consensus behind ITU-R's labels. From ITU-R's point of view, 4G is equivalent to IMT-
  • 12. Anurag Engineering College Department of ECE Page 12 Advanced which has specific performance requirements as explained below. According to operators, a generation of network refers to the deployment of a new non-backward-compatible technology. The end user expects the next generation of network to provide better performance and connectivity than the previous generation. Meanwhile, GSM, UMTS and LTE networks coexist; and end-users will only receive the benefit of the new generation architecture when they simultaneously: use an access device compatible with the new infrastructure, are within range of the new infrastructure, and pay the provider for access to that new infrastructure. 3.7 Android Technology: Fig: 4.5 Android Operating System Android is a Linux-based operating system for mobile devices such as smart phones and tablet computers, developed by Google in conjunction with the Open Handset Alliance. Android is open source and Google releases the code under the Apache License. This open source code and permissive licensing allows the software to be freely modified and distributed by device manufacturers, wireless carriers and enthusiast developers. Additionally, Android has a large community of developers writing applications ("apps") that extend the functionality of devices, written primarily in a customized version of the Java programming language. In October 2012, there were approximately 700,000 apps available for Android, and the estimated number of applications downloaded from Google Play, Android's primary app store, was 25 billion. The mobile development community is at a tipping point. Mobile users demand more choice, more
  • 13. Anurag Engineering College Department of ECE Page 13 opportunities to customize their phones, and more functionality. Mobile operators want to provide value-added content to their subscribers in a manageable and lucrative way. Mobile developers want the freedom to develop the powerful mobile applications users demand with minimal roadblocks to success. Finally, handset manufacturers want a stable, secure, and affordable platform to power their devices. Up until now single mobile platform has adequately addressed the needs of all the parties. Enter Android, which is a potential game-changer for the mobile development community. An innovative and open platform, Android is well positioned to address the growing needs of the mobile marketplace. This chapter explains what Android is, how and why it was developed, and where the platform fits in to the established mobile marketplace. The Linux 2.6 kernel handles core system services and acts as a hardware abstraction layer (HAL) between the physical hardware of the handset and the Android software stack. The android operating system is shown is shown in figure 4.5 Although Android has many innovative features not available in existing mobile platforms, its designers also leveraged many tried-and-true approaches proven to work in the wireless world. It’s true that many of these features appear in existing proprietary platforms, but Android combines them in a free and open fashion, while simultaneously addressing many of the flaws on these competing platforms. The Android mascot is a little green robot often used to depict Android-related materials. Android is the first in a new generation of mobile platforms, giving its platform developers a distinct edge on the competition. Android’s designers examined the benefits and drawbacks of existing platforms and then incorporate their most successful features. At the same time, Android’s designers avoided the mistakes others suffered in the past. Mobile software development has evolved over time. Android has emerged as a new mobile development platform, building on past successes and avoiding past failures of other platforms. Android was designed to empower the developer to write innovative applications. The platform is open source, with no up-front fees, and developers enjoy many benefits over other competing platforms. Now it’s time to dive deeper and start writing Android code, so you can evaluate what Android can do for you. In the next chapter, we configure the Android development environment and take a brief walk through the Android SDK.
  • 14. Anurag Engineering College Department of ECE Page 14 5. WORKING The device will probably communicate with mobile phones through Wi-Fi and display contents on the video screen as well as respond to the voice commands of the user. Google put together a short video demonstrating the features and apps of Google glasses. It mainly concentrates on the social networking, navigation and communication. The video camera senses the environment and recognizes the objects and people around. The whole working of the Google glasses depends upon the user voice commands itself. Fig 5.1: The overall working of Google glasses The device will probably communicate with mobile phones through Wi-Fi and display contents on the video screen as well as respond to the voice commands of the user. Google put together a short video demonstrating the features and apps of Google glasses. It mainly concentrates on the
  • 15. Anurag Engineering College Department of ECE Page 15 social networking, navigation and communication. The video camera senses the environment and recognizes the objects and people around. The whole working of the Google glasses depends upon the user voice commands itself. Sergey Brin has been loosely associated with Batman since the fall of 2011, setting persuasive discursive grounds for actions that Google takes. A compelling character in the narrative that charts this technology’s emergence, the name “Sergey Brin” appears 713 times in the corpus of 1,000 print and online news articles about Google Glass. Often the story concentrates on Brin’s activities, comments, whereabouts, and future expectations amid news of a technology that only exists as an artifact of the press for the public. Rupert Till explains the definition of how an individual must amass popular fame in order to form a “cult of personality”: A celebrity is someone who is well known for being famous, and whose name alone is recognizable, associated with their image, and is capable of generating money For a star to progress to a point where they are described as a popular icon requires their achievement of a level of fame at which they are treated with the sort of respect traditionally reserved for religious figures. In order to be described as a popular icon, a star has to become a religious figure, to develop their own personality cult and recruit followers.
  • 16. Anurag Engineering College Department of ECE Page 16 6. APPLICATIONS • Photography And Video • Send Message And Google Search • Google Translate And Google Maps • With a tap you can extend the recording indefinitely
  • 17. Anurag Engineering College Department of ECE Page 17 7. ADVANTAGES & DISADVANGES 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 new trend for fashion lovers together being an innovative technology.  A spectacle based computer to reside directly on your eyes rather than in your pouch or pocket.  A useful technology for all kinds of handicapped/disabled people. DISADVANTAGES:  Can be easily broken or damaged. Though Google wants these glasses to be as modest as achievable, they seem to be extremely breakable. Users will have a tough time taking care of it.  These glasses show the retrieved data in front of users eyes so it will be a tough experience for them since they will focus on that data and will eventually miss the surroundings that may lead to accidents while driving.  The resource for running these glasses is still unknown. Will there be a battery or it will run using solar energy?  Privacy of people may breach with new glasses.
  • 18. Anurag Engineering College Department of ECE Page 18 8. FUTURE SCOPE Google Glass is as futuristic a gadget we’ve seen in recent times. It’s limited in scope right now, but the future, Google believes, is bright and the device itself is “incredibly compelling”. Google is trying their hardest to push the Project Glass through the FCC this year. Reports show that Google is trying to get the approval by the FCC this year but there are already several hundred glasses made for testing internally.
  • 19. Anurag Engineering College Department of ECE Page 19 9. 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
  • 20. Anurag Engineering College Department of ECE Page 20 10. REFERENCES  http://dl.acm.org/citation.cfm?id=1601355  http://en.wikipedia.org/wiki/Android_(operating_system)  http://www.webmd.boots.com/eye-health/news/20120411/will-google-glasses-be-safe  http://www.thenewstribe.com/2012/04/08/google-project-glasses-success-or-another- failure/#.UFMcL7LiaAA  http://www.redmondpie.com/google-project-glass-gets-an-awesome-skydiving-demo- at-io-explorer-edition-up-for-pre-order-video/