This document discusses software design considerations for wearable devices. It begins with an overview of wearable technologies and common components found in wearables. Key aspects of wearable software design are then outlined, including always-on/connected functionality, context awareness, and short/glanceable interactions. Examples are provided of existing and prototype wearable devices. Software design patterns for Google Glass and Android Wear are also reviewed.
Wearable computers are computers that are worn on the body and are useful for tasks that require hands-free computing. They have features like consistency and allowing for multitasking. Examples include early pocket watches, hidden computers used to predict roulette, and devices like eyeglasses and gloves that allow for computer control and display. Wearable computers have applications for jobs requiring mobility and notetaking and advantages like enhanced communication and assisting with daily tasks and jobs like surgery. However, wearable computers also have disadvantages like being heavy, expensive, and potentially causing side effects like headaches.
These slides use concepts from my (Jeff Funk) course entitled analyzing hi-tech opportunities to show how wearable technology is becoming more economically feasible. Rapid improvements in microprocessors, memory, cameras, displays, cellular processors, WiFi, and other sensors are improving the economics of wearable computing. These slides describe wearable computing devices for the detailed parts of the arm (fingers, hand, wrist), body (chest, neck, waist, shoulders, torso), legs (thighs, ankles, feet), and head. (ear, eyes, forehead). They provide price and other performance data, functions that can be performed, and predictions for the future.
Wearable technology refers to electronic devices incorporated into clothing or accessories. While the market potential is large, current wearable devices face challenges like inaccuracy, unappealing designs, and overwhelming data. Collaboration across industries will be needed to address these issues and push wearables into the next generation, where invisibility, seamless connectivity, and personalization could help them gain widespread appeal. Wearable technology is forecasted to continue evolving and integrating into people's lives in a way that significantly impacts society and business.
The document discusses an agenda for a wearables discussion meeting. It includes sections on wearables overview, wearable health technology, Google Glass overview, and a West Coast special featuring personal Google Glass demo sessions. The wearables overview section defines wearable technology and traces its history. The wearable health technology section outlines the growth of the market. The Google Glass overview provides details on its hardware, software, and development."
Wearable technology devices that can be worn by consumers include smartwatches, fitness trackers, smart glasses, and more. Google Glass is an augmented reality smart glasses developed by Google that displays information hands-free via voice commands. The Air Umbrella concept replaces the plastic umbrella top with a windshield and uses air to mimic a standard canopy. The Lark sleep sensor tracks sleep patterns and quality through a wristband and app, using gentle vibrations as an alarm to avoid stress responses. Key challenges for wearable devices include short battery life, large size, poor aesthetics turning off consumers, and the need to demonstrate clear value beyond smartphones.
Smart watches give users access to notifications and data on the go. While powerful alone, their capabilities increase when paired with other devices like phones. However, there are few explorations of watch-centric interactions between devices. The document introduces WatchConnect, a prototyping toolkit that emulates a smart watch with input/output capabilities to rapidly prototype watch interfaces and cross-device applications.
The document discusses wearable computing. It begins with an introduction and overview of wearable computers and then discusses their history, aims, features, implementation, applications, advantages, and disadvantages. Key points include that wearable computers are portable devices that can be worn and allow hands-free use. They are integrated into everyday objects like watches. The document discusses examples of early wearable devices and outlines common components of wearable computers like input and output devices. It provides examples of uses in military and healthcare applications. The conclusion discusses challenges to wider adoption of wearable computers.
The document traces the history of smartwatches from early devices in the 1980s with limited computing capabilities to modern smartwatches that can run apps, track health data, and control phones. It discusses the major players in the smartwatch industry such as Apple, Android Wear, Samsung and others. Finally, it outlines opportunities for app developers to create watchfaces, standalone apps, games and more to bring additional functionality to the smartwatch platform.
Wearable computers are computers that are worn on the body and are useful for tasks that require hands-free computing. They have features like consistency and allowing for multitasking. Examples include early pocket watches, hidden computers used to predict roulette, and devices like eyeglasses and gloves that allow for computer control and display. Wearable computers have applications for jobs requiring mobility and notetaking and advantages like enhanced communication and assisting with daily tasks and jobs like surgery. However, wearable computers also have disadvantages like being heavy, expensive, and potentially causing side effects like headaches.
These slides use concepts from my (Jeff Funk) course entitled analyzing hi-tech opportunities to show how wearable technology is becoming more economically feasible. Rapid improvements in microprocessors, memory, cameras, displays, cellular processors, WiFi, and other sensors are improving the economics of wearable computing. These slides describe wearable computing devices for the detailed parts of the arm (fingers, hand, wrist), body (chest, neck, waist, shoulders, torso), legs (thighs, ankles, feet), and head. (ear, eyes, forehead). They provide price and other performance data, functions that can be performed, and predictions for the future.
Wearable technology refers to electronic devices incorporated into clothing or accessories. While the market potential is large, current wearable devices face challenges like inaccuracy, unappealing designs, and overwhelming data. Collaboration across industries will be needed to address these issues and push wearables into the next generation, where invisibility, seamless connectivity, and personalization could help them gain widespread appeal. Wearable technology is forecasted to continue evolving and integrating into people's lives in a way that significantly impacts society and business.
The document discusses an agenda for a wearables discussion meeting. It includes sections on wearables overview, wearable health technology, Google Glass overview, and a West Coast special featuring personal Google Glass demo sessions. The wearables overview section defines wearable technology and traces its history. The wearable health technology section outlines the growth of the market. The Google Glass overview provides details on its hardware, software, and development."
Wearable technology devices that can be worn by consumers include smartwatches, fitness trackers, smart glasses, and more. Google Glass is an augmented reality smart glasses developed by Google that displays information hands-free via voice commands. The Air Umbrella concept replaces the plastic umbrella top with a windshield and uses air to mimic a standard canopy. The Lark sleep sensor tracks sleep patterns and quality through a wristband and app, using gentle vibrations as an alarm to avoid stress responses. Key challenges for wearable devices include short battery life, large size, poor aesthetics turning off consumers, and the need to demonstrate clear value beyond smartphones.
Smart watches give users access to notifications and data on the go. While powerful alone, their capabilities increase when paired with other devices like phones. However, there are few explorations of watch-centric interactions between devices. The document introduces WatchConnect, a prototyping toolkit that emulates a smart watch with input/output capabilities to rapidly prototype watch interfaces and cross-device applications.
The document discusses wearable computing. It begins with an introduction and overview of wearable computers and then discusses their history, aims, features, implementation, applications, advantages, and disadvantages. Key points include that wearable computers are portable devices that can be worn and allow hands-free use. They are integrated into everyday objects like watches. The document discusses examples of early wearable devices and outlines common components of wearable computers like input and output devices. It provides examples of uses in military and healthcare applications. The conclusion discusses challenges to wider adoption of wearable computers.
The document traces the history of smartwatches from early devices in the 1980s with limited computing capabilities to modern smartwatches that can run apps, track health data, and control phones. It discusses the major players in the smartwatch industry such as Apple, Android Wear, Samsung and others. Finally, it outlines opportunities for app developers to create watchfaces, standalone apps, games and more to bring additional functionality to the smartwatch platform.
The document discusses wearable computers and provides details about their history, features, types, uses, advantages, and disadvantages. It notes that wearable computers allow real-time access to critical information through body-borne devices. Examples provided include health and fitness monitors, personal digital assistants, and devices used in industry and military settings. Both the portability and hands-free nature are advantages, though equipment can be heavy, expensive, and cause side effects like headaches.
This document describes the design and implementation of a smartwatch prototype using inexpensive, commonly available components. Key features included are a touchscreen LCD for display and input, Bluetooth module for communication with a smartphone, and a wireless charging system for the battery. The prototype demonstrates the integration of these technologies and serves as a proof of concept for a basic smartwatch. Challenges encountered included inefficient screen updates, modifying Bluetooth code for notifications, and addressing differences in the charging module and Arduino voltages. The completed prototype functions as a basic smartwatch, displaying time and notifications from a paired phone.
This document summarizes and compares several smartwatch devices including the Wimm One, Pebble, Sony SmartWatch, Im Watch, MotoActv, and Z1 Smart Watch Phone. It outlines the basic information, technical specifications, typical apps, and opportunities for better apps for each watch. It also briefly discusses augmented reality head-mounted displays like Google Glass as an alternative to smartwatches.
Wearable computers are small, portable computers that are designed to be worn on the body during use, such as in the form of glasses, watches, or clothing. They were invented in the 1970s and have various applications in fields like military, medicine, entertainment and more. Examples include smart glasses like Google Glass, smart shoes that track metrics, and smart clothing that monitors vital signs. Wearable computers provide benefits like increased mobility and connectivity but also have drawbacks like being expensive, uncomfortable, and having short battery life. Overall, they are positioned to simplify daily life tasks and represent the future of fashionable technology.
Wearable technology refers to electronic devices that can be incorporated into items of clothing and accessories. Some examples include smart watches, fitness trackers, and Google Glass. Wearable devices perform similar tasks as mobile phones and computers by allowing hands-free use and constant access to features like notifications, activity tracking, and communication. While wearable technology provides benefits such as portability and mobility, challenges remain around potential health issues, cost, and data privacy if devices are lost or stolen.
The document discusses wearable computers. It defines wearable computers as small, portable computers designed to be worn on the body during use. It describes the key characteristics of wearable computers including being unmonopolizing, unrestrictive, observable, controllable, attentive, and communicative. The document outlines examples of wearable computers and their applications in fields like military, medical, and more. It discusses both the advantages of increased mobility, connectivity, and efficiency as well as disadvantages such as potential heaviness, expense, and privacy concerns.
Wearable Tech Trends - Activity Trackers and Smart Watches - CES 2014 Chris Moisan
AiT makes apps and services for Sports & Fitness. We attended CES2014 and wrote up some notes to share with our team when we got home. We thought others might find these useful too. We’re mainly interested in waterproof devices and sports and fitness so it’s written from this perspective.
This deck covers the main device types, a possible market segmentation and a brief summary of each device. We’ve also included other wearable references and inspiration we spotted at CES2014.
http://activeintime.com
@chrismoisan
Wearables: The Comprehensive List of Smartwatch Operating SystemsGil Bouhnick
There are several operating systems designed for wearables, including Android Wear (Google), Tizen (Samsung), Pebble OS, watchOS (Apple), and WebOS (LG). Android Wear is currently the leading OS, powering over 720,000 devices in 2014 through partners like Samsung, Sony, Motorola and LG. Tizen is open source and aims to run on many device types, while Pebble OS powers the top selling Pebble smartwatch. The market is fragmented with no single leader, though Samsung leads in smartwatch unit shipments.
Wearable computers are computers that can be worn on the body and come in various forms like wrist-worn devices, smart glasses, and head-mounted displays. They are integrated into everyday objects like watches and glasses. Key features include acting as an intelligent assistant, enabling users to multitask while their hands are occupied, and extending users' minds and bodies. Popular modern wearable devices include fitness trackers, smartwatches, smart glasses, and virtual/augmented reality displays. While wearables offer mobility, they also have limitations like added weight, potential eye and health issues, and privacy/security risks if lost or stolen.
A smartwatch is a computerized wristwatch with enhanced functionality beyond timekeeping. Modern smartwatches effectively function as wearable computers, running mobile apps or full mobile operating systems. Early models performed basic tasks while modern smartwatches allow access to notifications, calls, messages, mobile apps, and some function as mobile phones. Smartwatch developers include Sony, Samsung, and Pebble. Advantages include faster access to information and social media, while disadvantages include potential distractions and reliance on a connected smartphone. Future smartwatches may have more innovative features, varying functionality, and be even smaller and more portable.
Tech gadgets you should never travel without - Lester ParrisLester Parris
Lester Parris discusses Tech gadgets you should never travel without in this in-depth presentational blog! For more information, please visit LesterParris.org!
This document discusses smart watches and provides details on their history, technologies, features, applications, advantages, disadvantages, and future. It was presented by several individuals and covers topics such as the first smart watch introduced in 1982, the involvement of major tech companies in smart watch development starting in 2013, how smart watches connect and sync with smartphones via Bluetooth, and their ability to display notifications and support various apps and functions.
This document discusses the history and features of wearable computers. It notes that wearable computers originated in the 1980s and have since evolved through 18 generations with research conducted at institutions like MIT. Key features include their ability to provide constant computational support without needing to be turned on or off, allowing users to multitask while their hands are occupied. Popular wearable computers include smart watches and augmented reality glasses. The document outlines the typical hardware and software components of wearable computers as well as their applications in fields like healthcare, gaming, navigation, and more.
- Android Wear is an operating system designed for wearable devices like smartwatches that allows users to access notifications and information from their paired Android smartphone. It aims to provide relevant information to users based on time and location through features like Google Now cards.
- Key features include receiving notifications, making calls and sending messages by voice with "Ok Google", getting navigation directions and other information, and tracking health/fitness data between a paired watch and phone with Google Fit. The OS puts important information, tasks and answers at the user's fingertips from their watch.
Modern smart watches are effectively wearable computers that can run mobile apps and operating systems. Early models performed basic tasks like calculations but now support portable media playback via Bluetooth, phone calls, and mobile apps. Popular smart watch developers include Sony, Samsung, and Pebble. The Sony Smart Watch 3 added waterproofing and Android Wear while the Samsung Gear S was the first to include WiFi, Bluetooth, 3G connectivity and a heart rate monitor. Potential future advances include reduced size, varied functionality, and innovative new features like voice activation and video communication.
1) The document discusses a group project analyzing smartwatches. It includes an introduction, mind map, survey results, and job assignments.
2) The survey of 51 people found that most do not own a smartwatch and view their functions as overlapping with smartphones. Price was a barrier to purchase.
3) While current smartwatch owners are satisfied, opinions on replacing traditional watches and privacy protections were mixed. Future development depends on lowering costs and improving technology.
1. Smartwatches are gaining popularity among both tech companies and traditional watch makers, but opinions on them vary greatly depending on audience.
2. Apple unveiled the Apple Watch in 2015, hoping to make it a fashionable device beyond just a phone accessory.
3. Smartwatch sales are predicted to surge from $19 million in 2014 to $112 million in 2015 and become a $20 billion industry by 2018, though some believe the technology has not proven itself in watches.
This document discusses how digital tools can assist neurologists in their clinical practice, teaching, research, and patient management. It outlines various digital tools categorized as "catch and carry tools", "mobile computing health devices", and "assistive devices for neurologically disabled". It then provides details on specific tools within each category, such as digital cameras, portable digital vaults, digital scanners, mobile applications, eye tracking devices, and virtual reality applications. The goal is to organize these digital resources to make them more accessible and useful for neurologists.
Blue Eyes technology aims to create machines that have human-like perceptual and sensory abilities. It uses Bluetooth and eye tracking to understand a user's emotions, identify them, and interact as partners. The system includes a Data Acquisition Unit that collects sensor data and a Central System Unit that analyzes the data. It has applications in security, assistive technologies, and interactive devices. The technology aims to reduce human error and make human-computer interaction more natural.
The document discusses wearable computers and provides details about their history, features, types, uses, advantages, and disadvantages. It notes that wearable computers allow real-time access to critical information through body-borne devices. Examples provided include health and fitness monitors, personal digital assistants, and devices used in industry and military settings. Both the portability and hands-free nature are advantages, though equipment can be heavy, expensive, and cause side effects like headaches.
This document describes the design and implementation of a smartwatch prototype using inexpensive, commonly available components. Key features included are a touchscreen LCD for display and input, Bluetooth module for communication with a smartphone, and a wireless charging system for the battery. The prototype demonstrates the integration of these technologies and serves as a proof of concept for a basic smartwatch. Challenges encountered included inefficient screen updates, modifying Bluetooth code for notifications, and addressing differences in the charging module and Arduino voltages. The completed prototype functions as a basic smartwatch, displaying time and notifications from a paired phone.
This document summarizes and compares several smartwatch devices including the Wimm One, Pebble, Sony SmartWatch, Im Watch, MotoActv, and Z1 Smart Watch Phone. It outlines the basic information, technical specifications, typical apps, and opportunities for better apps for each watch. It also briefly discusses augmented reality head-mounted displays like Google Glass as an alternative to smartwatches.
Wearable computers are small, portable computers that are designed to be worn on the body during use, such as in the form of glasses, watches, or clothing. They were invented in the 1970s and have various applications in fields like military, medicine, entertainment and more. Examples include smart glasses like Google Glass, smart shoes that track metrics, and smart clothing that monitors vital signs. Wearable computers provide benefits like increased mobility and connectivity but also have drawbacks like being expensive, uncomfortable, and having short battery life. Overall, they are positioned to simplify daily life tasks and represent the future of fashionable technology.
Wearable technology refers to electronic devices that can be incorporated into items of clothing and accessories. Some examples include smart watches, fitness trackers, and Google Glass. Wearable devices perform similar tasks as mobile phones and computers by allowing hands-free use and constant access to features like notifications, activity tracking, and communication. While wearable technology provides benefits such as portability and mobility, challenges remain around potential health issues, cost, and data privacy if devices are lost or stolen.
The document discusses wearable computers. It defines wearable computers as small, portable computers designed to be worn on the body during use. It describes the key characteristics of wearable computers including being unmonopolizing, unrestrictive, observable, controllable, attentive, and communicative. The document outlines examples of wearable computers and their applications in fields like military, medical, and more. It discusses both the advantages of increased mobility, connectivity, and efficiency as well as disadvantages such as potential heaviness, expense, and privacy concerns.
Wearable Tech Trends - Activity Trackers and Smart Watches - CES 2014 Chris Moisan
AiT makes apps and services for Sports & Fitness. We attended CES2014 and wrote up some notes to share with our team when we got home. We thought others might find these useful too. We’re mainly interested in waterproof devices and sports and fitness so it’s written from this perspective.
This deck covers the main device types, a possible market segmentation and a brief summary of each device. We’ve also included other wearable references and inspiration we spotted at CES2014.
http://activeintime.com
@chrismoisan
Wearables: The Comprehensive List of Smartwatch Operating SystemsGil Bouhnick
There are several operating systems designed for wearables, including Android Wear (Google), Tizen (Samsung), Pebble OS, watchOS (Apple), and WebOS (LG). Android Wear is currently the leading OS, powering over 720,000 devices in 2014 through partners like Samsung, Sony, Motorola and LG. Tizen is open source and aims to run on many device types, while Pebble OS powers the top selling Pebble smartwatch. The market is fragmented with no single leader, though Samsung leads in smartwatch unit shipments.
Wearable computers are computers that can be worn on the body and come in various forms like wrist-worn devices, smart glasses, and head-mounted displays. They are integrated into everyday objects like watches and glasses. Key features include acting as an intelligent assistant, enabling users to multitask while their hands are occupied, and extending users' minds and bodies. Popular modern wearable devices include fitness trackers, smartwatches, smart glasses, and virtual/augmented reality displays. While wearables offer mobility, they also have limitations like added weight, potential eye and health issues, and privacy/security risks if lost or stolen.
A smartwatch is a computerized wristwatch with enhanced functionality beyond timekeeping. Modern smartwatches effectively function as wearable computers, running mobile apps or full mobile operating systems. Early models performed basic tasks while modern smartwatches allow access to notifications, calls, messages, mobile apps, and some function as mobile phones. Smartwatch developers include Sony, Samsung, and Pebble. Advantages include faster access to information and social media, while disadvantages include potential distractions and reliance on a connected smartphone. Future smartwatches may have more innovative features, varying functionality, and be even smaller and more portable.
Tech gadgets you should never travel without - Lester ParrisLester Parris
Lester Parris discusses Tech gadgets you should never travel without in this in-depth presentational blog! For more information, please visit LesterParris.org!
This document discusses smart watches and provides details on their history, technologies, features, applications, advantages, disadvantages, and future. It was presented by several individuals and covers topics such as the first smart watch introduced in 1982, the involvement of major tech companies in smart watch development starting in 2013, how smart watches connect and sync with smartphones via Bluetooth, and their ability to display notifications and support various apps and functions.
This document discusses the history and features of wearable computers. It notes that wearable computers originated in the 1980s and have since evolved through 18 generations with research conducted at institutions like MIT. Key features include their ability to provide constant computational support without needing to be turned on or off, allowing users to multitask while their hands are occupied. Popular wearable computers include smart watches and augmented reality glasses. The document outlines the typical hardware and software components of wearable computers as well as their applications in fields like healthcare, gaming, navigation, and more.
- Android Wear is an operating system designed for wearable devices like smartwatches that allows users to access notifications and information from their paired Android smartphone. It aims to provide relevant information to users based on time and location through features like Google Now cards.
- Key features include receiving notifications, making calls and sending messages by voice with "Ok Google", getting navigation directions and other information, and tracking health/fitness data between a paired watch and phone with Google Fit. The OS puts important information, tasks and answers at the user's fingertips from their watch.
Modern smart watches are effectively wearable computers that can run mobile apps and operating systems. Early models performed basic tasks like calculations but now support portable media playback via Bluetooth, phone calls, and mobile apps. Popular smart watch developers include Sony, Samsung, and Pebble. The Sony Smart Watch 3 added waterproofing and Android Wear while the Samsung Gear S was the first to include WiFi, Bluetooth, 3G connectivity and a heart rate monitor. Potential future advances include reduced size, varied functionality, and innovative new features like voice activation and video communication.
1) The document discusses a group project analyzing smartwatches. It includes an introduction, mind map, survey results, and job assignments.
2) The survey of 51 people found that most do not own a smartwatch and view their functions as overlapping with smartphones. Price was a barrier to purchase.
3) While current smartwatch owners are satisfied, opinions on replacing traditional watches and privacy protections were mixed. Future development depends on lowering costs and improving technology.
1. Smartwatches are gaining popularity among both tech companies and traditional watch makers, but opinions on them vary greatly depending on audience.
2. Apple unveiled the Apple Watch in 2015, hoping to make it a fashionable device beyond just a phone accessory.
3. Smartwatch sales are predicted to surge from $19 million in 2014 to $112 million in 2015 and become a $20 billion industry by 2018, though some believe the technology has not proven itself in watches.
This document discusses how digital tools can assist neurologists in their clinical practice, teaching, research, and patient management. It outlines various digital tools categorized as "catch and carry tools", "mobile computing health devices", and "assistive devices for neurologically disabled". It then provides details on specific tools within each category, such as digital cameras, portable digital vaults, digital scanners, mobile applications, eye tracking devices, and virtual reality applications. The goal is to organize these digital resources to make them more accessible and useful for neurologists.
Blue Eyes technology aims to create machines that have human-like perceptual and sensory abilities. It uses Bluetooth and eye tracking to understand a user's emotions, identify them, and interact as partners. The system includes a Data Acquisition Unit that collects sensor data and a Central System Unit that analyzes the data. It has applications in security, assistive technologies, and interactive devices. The technology aims to reduce human error and make human-computer interaction more natural.
The document discusses the history and latest developments of wearable devices. It describes how wearable computers were first introduced in the 1500s with pocket watches and have evolved to include recent innovations like Google Glass, smartwatches from LG, Motorola, Samsung and fitness trackers from Nike. The document also outlines some advantages of wearables like enhanced communication and convenience, as well as disadvantages such as potential heavy equipment, expense and privacy/security issues.
The document discusses the history and latest developments of wearable devices. It describes how wearable computers were first introduced in the 1500s with pocket watches and have evolved to include recent innovations like Google Glass, smartwatches from LG, Motorola, Samsung and fitness trackers from Nike. The document also outlines some advantages of wearables like enhanced communication and convenience, as well as disadvantages such as potential heavy equipment, expense and privacy/security issues.
The document discusses computer clothing, which involves integrating computers into everyday clothing and accessories. It provides examples like smart shirts and ring sensors that can monitor vital signs. The document outlines the history of computer clothing dating back to pocket watches. It describes various input and output technologies used in computer clothing like gesture recognition, displays and sensors. Examples of applications discussed include medical monitoring, sports performance tracking, and combat casualty care. The conclusion suggests that future trends may involve integrating computer clothing with smart infrastructure for fields like construction.
Google Glass is an optical head-mounted display that can display information to the wearer through a smart phone-like hands-free format. It uses technologies like wearable computing, ambient intelligence, smart clothing, and augmented reality to project information onto the lenses for the wearer to interact with via voice commands. Some advantages are easy access to information, assistance for disabled users, and hands-free interaction, but disadvantages include potential for distraction and difficulty caring for the device. Future applications could help professionals and improve accessibility of information.
Wearable technology is growing rapidly and being integrated into many areas of consumer products. Wearables can track health, fitness, and other personal data and connect to other devices and systems. This allows for new personalized services and experiences across industries like healthcare, fashion, and retail. However, companies must address privacy and security challenges to gain consumer trust as wearables start to access and share more personal information. An enterprise data platform is needed to securely connect devices and manage user identity and data permissions to deliver enhanced experiences while protecting privacy at scale.
Wearable technology is growing rapidly and being integrated into many areas of consumer products. Wearables can track health, fitness, and other personal data and connect to other devices and systems. This allows for new opportunities to combine data and create enhanced experiences for users. However, companies must address privacy and security challenges to gain users' trust. An enterprise data platform is needed to securely share data between devices and applications while giving users control over their personal information. As more devices connect, wearables have potential to deliver personalized services that improve areas like healthcare, retail, and work.
This document discusses Google Glass, a wearable computer with an optical head-mounted display. It has components like a CPU, projector, prism, battery, speakers, microphones, camera and works using voice commands. The document covers the technologies used, how it works, advantages like hands-free access to information, and its future potential in areas like healthcare. Google Glass allows users to take pictures, get directions and share information by speaking commands.
Current And Future Trends in Media and Information - Media and Information Li...Mark Jhon Oxillo
The document discusses various emerging technologies including telemedicine, augmented reality, smart home devices, computer vision, haptics, contextual awareness, voice recognition, artificial intelligence, eye tracking, internet glasses, wearable technology, 3D environments, and ubiquitous learning. Many of these technologies aim to enhance interactions between users and computers through touch, sight, location awareness and adaptive, personalized experiences. They may be applied across fields such as healthcare, education, transportation and public services.
Each one of us is constantly surrounded by multi-touch technologies in everyday life. We keep our smartphones with us all the time, we work with tablet computers and touch screens. But also in stores, in museums and exhibitions, and on trade fairs, the intuitive touch-gesture on a surface has become second nature to us.
But how exactly does the underlying technology work, and how can businesses make optimal use of them, e.g. at their point of sale (POS)?
The multi-touch experts of Garamantis Interactive Technologies have gathered all information on this ubiquitous technology and “forged” them into one large infographic.
This graphic is addressed to anyone who wants to become an instant expert on multi-touch technology within a few minutes, but particularly to businesses and agencies looking for a way to optimally apply this technology in their work.
The document discusses Google Glasses, a research project by Google to develop augmented reality head-mounted displays. It provides an overview of Google Glasses and the technologies used like wearable computing, ambient intelligence and augmented reality. It describes how Google Glasses works using components like a video display, camera, speaker, button and microphone. The document outlines advantages such as easy access to information and disadvantages like privacy concerns. It concludes that Google Glasses can enhance communication and information access for physically challenged users.
Mircod provides an open source platform for wearable and sensor technology that integrates hardware, mobile applications, and cloud storage. Their system utilizes a versatile system-on-chip that can integrate numerous sensors to measure various biomechanical and environmental data. This data is analyzed using Mircod's proprietary algorithms and can be customized through their open source software tools and development kits to build a wide range of applications and products across industries like healthcare, fitness, and consumer electronics.
Wearable technology consists of clothing and accessories that incorporate computer and electronic technologies to be worn and interact with the user without direct manipulation. They are examples of the Internet of Things since they embed physical objects with sensors, software and connectivity. Key industries for wearable technology include fitness/healthcare, infotainment, and military uses. Fitness/healthcare applications include health monitoring while infotainment covers smartwatches and smart glasses. Military uses improve aiming, monitor injuries, and provide battlefield awareness. While wearables offer portability and hands-free use, disadvantages include limited versatility, heat, and potential data security threats if devices are lost or stolen.
Wearable computers are computers that can be worn on the body, ranging from small wrist-mounted devices to bulky head-mounted displays. They provide computational support to users even when hands or attention are engaged elsewhere. Wearable computers have evolved over decades of research and development at institutions like MIT and now support applications like augmented memory, visual filtering, and gaming through body sensors. While offering portability and hands-free use, wearable computers also face limitations such as weight, cost, discomfort, and potential health effects or data privacy issues if lost or stolen.
Skinput is a technology that uses the surface of the skin as an input device. It works by using an armband with sensors that can detect vibrations and acoustic signals produced by taps on the skin. These signals are converted into electronic signals that allow users to perform tasks like controlling music players or making phone calls by tapping projected buttons and menus on their arm. Some potential applications of this technology include use by paralyzed individuals, in education, and for gaming. While it provides advantages like not requiring direct interaction with devices, challenges include the need for more research on health effects and reducing the size of the armband.
Skinput is a technology that uses the skin's surface as an input device. It works by having a wearable armband with acoustic detectors that can sense vibrations when the user taps their skin. This allows the user to control devices by tapping designated areas on their arm that have virtual buttons projected onto them. Some potential applications include using it to control mobile phones, music players, games, or to help disabled individuals interact with technology. While innovative, it still faces limitations such as wearability of the armband and lack of extensive safety testing.
This document discusses several emerging technologies including telemedicine, augmented reality, smart home devices, computer vision, artificial intelligence, wearable technology, virtual reality, and ubiquitous learning. It provides examples of how these technologies could be used such as a doctor performing surgery remotely, receiving directions through smart glasses, or learning materials being accessible anywhere anytime through mobile devices. The key aspects of these future technologies are described as enabling new interactive, adaptive, and contextualized ways of working, learning, and accessing information and services.
Similar to New trends on research and software development techniques for wearable devices (20)
This document discusses the role and responsibilities of a professional software engineer. It covers topics like agile methodologies, software craftsmanship principles, test-driven development, architecture, design patterns, and resources for further learning. The document is presented by Everyware Technologies, a consulting, training and development company focused on helping engineers improve their skills and practices.
The document discusses best practices for software engineering projects with customers. It recommends (1) understanding the customer's needs through open communication, (2) providing clear estimates and budgets, (3) collaborating on design and prototypes to ensure customer satisfaction, and (4) maintaining the relationship after a project is completed through support and potential new features. The overall message is that software development requires an ongoing, collaborative process between engineers and customers.
The use of libraries or frameworks forces us to write a considerable amount of initialization code, often very repetitive and usually difficult to remember; it is what we call boilerplate code. In this talk, different mechanisms available in Android Studio and the Java language will be presented. In particular, we will provide an overview of the code completion mechanisms, ADT Templates, Gradle plugins, Annotation Processors and Android Studio/IntelliJ IDEA plugin system.
The document discusses building TV apps using Chromecast. It covers the Chromecast infrastructure which connects via HDMI and USB. It outlines the app lifecycle involving an app ID, URL, HTML and data channel. Design principles are provided for receiver apps placed in the bottom third of the screen and sender apps always showing the cast button. Sample apps and publishing costs on Google Play and the Google Cast developer console are also mentioned.
Wearable devices seem to be the next revolution to come. In this presentation, we analyze how to incorporate the Android Wear preview API into our Android app and which are its main features.
An introduction to the development of software applications for Google Glass (Glassware) using the preview version of the Glass Development Kit extension to Android. To illustrate the GDK, we have created a sample application, called Breaking Glass, based on the awesome TV series Breaking Bad
Video of the presentation: https://www.youtube.com/watch?v=pV2_HjZk1W0
Code available on: https://github.com/everywaretech/BreakingGlass
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New trends on research and software development techniques for wearable devices
1. Tomás Ruiz-López
Software Design Manager @tomasruizlopez
@everywaretech /everywaretech
http://www.everywaretech.es
Carlos Rodríguez Domínguez
Chief Technology Officer @carlosrodrigdom
New trends on research and !
software development techniques !
for wearable devices
Ph.D. Program on Information and Communication Technologies!
University of Granada
17. 70%
15%
48%
People aware of the existence
of wearable devices
People already using wearable
devices
Owners of wearable devices
are 18-34 years old
18. 300$ Average price of a wearable
device
By !
market
957$ Industrial!
134$ Pets Animals
By body!
location
1117$ Legs!
92$ Hands
19. 57% Self-monitoring and health
concerns
35%Supplement their smartphone
addiction
Reasons to buy
20. 72% Wearable devices are too
expensive
62%Wearable devices are not too
fashionable
Reasons NOT to buy
53% Would like wearable devices to
look more like jewelry
21. Is it compatible with !
my smartphone?
Is it easy to!
set up?
Is it easy to put on?!
Is it accurate?
Will the battery last?!
How long?
Is it comfortable!
to wear?
Is it cool?!
Do I look dumb?!
Is it fashionable?
28. Hands-free!
Voice / gesture control. Avoid distractions.
Context-aware!
Use sensors to proactively infer the user’s needs
Always-on!
Low power consumption. Fast wake up. Background processing
Always connected!
Use wireless technologies to communicate with other devices.
Market!
Manufacturing by both big and small companies
Enhancing!
Augment knowledge, facilitate learning or enhance experience
Development platform!
Software makes wearable devices meaningful
29. Accelerometer
Components
Touch Interface
Respiratory Monitor
Pressure Sensor
Muscle Contraction Sensor
FM Tuner
Buzzer
Blood Pressure Meter
Audio Jack
Barometer
Magnetometer
Textile Strain Sensor
Pedometer
DLP Display
Depth Camera
E-Paper Display
Microphone
Vibrator
Thermometer
Backlight
LED Display
Altimeter
Bone Conduction Speaker/Mic
ECG Sensor
Clock
Photo/Video Camera
Perspiration SensorInfrared Sensor
UV Light Sensor
Galvanometer
Skin Impedance Sensor
Oximeter
GPS
Gyroscope
30. Some of what you can find on the!
Market!
(or about to be released)
31. Smart Cap!
EDAN SAFE PTY LTD
- Fatigue monitoring system (EdenSafe!
Universal Fatigue Algorithm)!
- Keep truck drivers safe!
- EEG sensors on the brim!
- Sends information to an operator!
- Audio alarm when the user starts !
falling asleep
32. SensoGlove!
SENSOGLOVE
- Smart glove designed for golfers!
- Detects intensity of the grip when!
holding the club or driver!
- Data analysis in real-time!
- Audio and visual feedback to the user!
to know if they are holding the club!
correctly
33. Voyce Dog Monitor!
VOYCE
- Measures key vital signs and overall!
health in dogs!
- Heart rate, respiratory rate, calories…!
- iOS and Android apps to check data
34. Fit Guard!
FORCE IMPACT TECHNOLOGIES
- Detection of head injuries in athletes!
- Accelerometer to detect head movement!
and compute the force of the head impact!
- Analyze severity of head injuries!
- Sends data to companion app
35. June!
NENATMO
- Monitor the user’s UV exposure during th
day and alert when it has exceeded the!
recommended limit!
- Can be worn on the wrist, neck or chest!
- Companion app shows data about sun!
exposure and advices for skin protection
36. Shine!
MISFIT
- Motion-tracking wearable device!
- Records activity levels and sleep!
- Can be worn or embedded in some piece
of clothing the company sells!
- Sends data to a companion app and !
shares results with friends
37. Achillex!
XYBERMIND
- Ankle wrap (around running shoes) and!
vest!
- Measures impact forces, degree of !
pronation and orientation of the foot!
- Used in retail environments!
- Shows information to help customers!
decide which shoes to purchase
38. Lechal Shoe!
LECHAL
- User navigation through vibration!
- Bluetooth enabled insole!
- Additional fitness functions!
- Control from smartphone!
- Alert if the smartphone is missing
39. Nex Band!
MIGHTYCAST
- Band with pluggable modules with LEDs!
for user feedback!
- Mainly for gaming and entertainment!
purposes!
- User customizable
40. PequeAlarma!
INTERACTIVE TOYS + EVERYWARE
TECHNOLOGIES
- Monitor children proximity!
- Trigger an alarm if child is going further!
from a predefined distance!
- Additionally checks temperature and!
falls to water
41. Inivisibility Glasses!
AVG
- Glasses with infrared LEDs!
- Not visible to human eye but visible to!
cameras!
- Make face recognition algorithms not!
work properly!
- Focus on guaranteeing privacy
42. Swarm!
MICROSOFT
- Scarf to help people with autism or!
visual and hearing impairments!
- Modules with biometric sensors that are!
able to heat up or vibrate!
- Connect via Bluetooth to the smartphone
57. Live Cards
Currently cooking for 1683 peopleOk Glass, find a
Breaking!
Service
Service <service
android:name="es.everywaretech.breakingglass.BreakingService"
android:label="@string/app_name"
android:enabled="true"
android:exported="true">
<intent-filter>
<action android:name=“com.google.android.glass.action.
VOICE_TRIGGER" />
</intent-filter>
<meta-data
android:name="com.google.android.glass.VoiceTrigger"
android:resource="@xml/voice_trigger_start" />
</service>
Android Manifest
<trigger command="FIND_A_RECIPE" />
xml/voice_trigger_start.xml
High-frequency rendering
58. Currently cooking for 1683 people
Breaking!
Service
Service
Breaking!
Drawer
Direct Rendering !
Callback
Breaking!
View
View
Breaking!
Activity
Activity
action
Live!
Card
Live Card
Live Cards
Ok Glass, find a
High-frequency rendering
59. Currently cooking for 1683 people
Live CardsHigh-frequency rendering
liveCard = new LiveCard(this, LIVE_CARD_TAG);
!
callback = new BreakingDrawer(this);
liveCard.setDirectRenderingEnabled(true).getSurfaceHolder().addCallback(callback);
!
Intent menuIntent = new Intent(this, BreakingActivity.class);
menuIntent.addFlags(Intent.FLAG_ACTIVITY_NEW_TASK | Intent.FLAG_ACTIVITY_CLEAR_TASK);
liveCard.setAction(PendingIntent.getActivity(this, 0, menuIntent, 0));
liveCard.attach(this);
!
liveCard.publish(PublishMode.REVEAL);
BreakingService
62. Static Cards
adapter = new RecipeAdapter(createCards(this));
scrollView = new CardScrollView(this);
scrollView.setAdapter(adapter);
scrollView.activate();
setContentView(scrollView);
setCardScrollerListener();
RecipeActivity.onCreate()
Card c = new Card(context);
c.setImageLayout(Card.ImageLayout.FULL);
c.setText("Your blue meth-candy is ready");
c.setFootnote("Tap to start selling it");
c.addImage(R.drawable.background_01);
RecipeActivity.createCards()
63. Notifications
Recipe!
Activity
Activity
Alarm!
Manager
Selling!
Service
Service
Intent intent = new Intent(this, SellingBroadcastReceiver.class);
PendingIntent pending = PendingIntent.getBroadcast(this,
(int) System.currentTimeMillis(), intent,
PendingIntent.FLAG_CANCEL_CURRENT);
AlarmManager am = (AlarmManager) this.getSystemService(
Context.ALARM_SERVICE);
am.set(AlarmManager.RTC_WAKEUP,
System.currentTimeMillis() + 20*1000,
pending);
Selling!
Broadcast!
Receiver
Broadcast Receiver
time goes by…
65. Live CardsLow-frequency rendering
// Get an instance of a live card
liveCard = new LiveCard(this, LIVE_CARD_TAG);
!
// Inflate a layout into a remote view
liveCardView = new RemoteViews(getPackageName(), R.layout.selling_view);
!
// Publish the live card
liveCard.publish(PublishMode.REVEAL);
!
// Queue the update text runnable
handler.post(mUpdateLiveCardRunnable);
74. NotificationCompat.Builder notificationBuilder =
new NotificationCompat.Builder(this)
.setSmallIcon(R.drawable.event)
.setContentTitle(eventTitle)
.setContentText(eventLocation)
.setContentIntent(viewPendingIntent);
!
// Get an instance of the NotificationManager service
NotificationManagerCompat notificationManager =
NotificationManagerCompat.from(this);
!
// Build the notification and issues it with notification manager.
notificationManager.notify(notificationId, notificationBuilder.build());
Send Notifications as usual
97. UI Elements
Text input!
(again, no keyboard!)
Labels
Switches
Buttons
Menu!
(Force Touch)
Sliders
Images!
(tint + animation)
Maps
Pin or image Timers
98. Layout
Groups of controls
No absolute positioning!!!!
Groups of groups
Horizontal or vertical groups
Dynamic or static sizes
Tables
Custom cells (with groups inside)
105. Development of custom long-looks
Static Dynamic
Different
notifications
for the same
app!
106. Development of custom long-looks
Static long-looks
One dynamic label + unlimited!
static labels
Defined at the design-time (no code!!)
No interactive controls (apart from dismissal button)
All images must be known at compilation time
107. Development of custom long-looks
Dynamic long-looks
The interface can change at runtime
Custom actions and interactive controls
Remotely downloaded resources (including images)
111. Eventbox Glance
Top group!
(Event Date
+Time)
Bottom group!
(Conference +
event info)
Upcoming event information from latest conference!
that we accessed from the iPhone app
113. iPhone app extension!! (for now)
Can share data with iPhone (app groups)
Handoff: start on the Watch and finish on the iPhone!
(or viceversa)
May not work without paired iPhone