The document summarizes a seminar on wearable computing presented by Shradha Maheshwari. Some key points covered include:
- Wearable computers are small, portable computers designed to be worn on the body during use and are usually integrated into clothing or accessories like wristbands.
- They aim to adapt to the user's needs rather than requiring the user to adapt, allow for continual accessibility, and have "always on" capability.
- Components include human-computer interfaces, networks to connect parts and the external world, and display systems like head-mounted displays or earpieces.
- Challenges include limited power, networking and privacy constraints, as well as developing effective
The lead section of this article may need to be rewritten. Please discuss this issue on the article's talk page. Use the lead layout guide to ensure the section follows Wikipedia's norms and to be inclusive of all essential details. (February 2015) (Learn how and when to remove this template message)
The Apple Watch, released in 2015
Wearable computers, also known as body-borne computers or wearables are miniature electronic devices that are worn under, with or on top of clothing.[1] This class of wearable technology has been developed for general or special purpose information technologies. It is also used in media development. Wearable computers are especially useful for applications that require more complex computational support, such as accelerometers or gyroscopes, than just hardware coded logic.
Wearable computing devices are variously defined. For example, consumers often refer to wearable computers as computers that can be easily carried on the body, or systems with a heads-up display or speech activated. This contrasts with academics that define wearables as a system that can perform a set of functions without being constrained by the physical hardware of the system.
The lead section of this article may need to be rewritten. Please discuss this issue on the article's talk page. Use the lead layout guide to ensure the section follows Wikipedia's norms and to be inclusive of all essential details. (February 2015) (Learn how and when to remove this template message)
The Apple Watch, released in 2015
Wearable computers, also known as body-borne computers or wearables are miniature electronic devices that are worn under, with or on top of clothing.[1] This class of wearable technology has been developed for general or special purpose information technologies. It is also used in media development. Wearable computers are especially useful for applications that require more complex computational support, such as accelerometers or gyroscopes, than just hardware coded logic.
Wearable computing devices are variously defined. For example, consumers often refer to wearable computers as computers that can be easily carried on the body, or systems with a heads-up display or speech activated. This contrasts with academics that define wearables as a system that can perform a set of functions without being constrained by the physical hardware of the system.
The many opportunities offered by wearable computing have triggered the imaginations of designers and researchers in a wide variety of fields.
Computer Clothing also known as wearable 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.
In this, Computer Clothing differ from PDAs (personal digital assistant), which are designed for hand-held use. They may also be integrated into everyday objects that are constantly worn on the body. Particularly it is a device that is always with the user, the user is able to enter commands and execute a set of entered commands while the user is walking around or doing any other activity.
In reality limitations imposed by factors such as battery life, processor power, display brightness, network coverage and form factor have conspired to delay the widespread introduction of wearable computers. Nevertheless over the past ten years there have been many successful implementations and, as the relentless miniaturisation of computing devices continues, an increasing number of viable applications are emerging.
Description and introduction about wearable technology with these benefits and its cons and its future.
Presented during the meetup of While42 in London by Guillaume Agis.
The many opportunities offered by wearable computing have triggered the imaginations of designers and researchers in a wide variety of fields.
Computer Clothing also known as wearable 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.
In this, Computer Clothing differ from PDAs (personal digital assistant), which are designed for hand-held use. They may also be integrated into everyday objects that are constantly worn on the body. Particularly it is a device that is always with the user, the user is able to enter commands and execute a set of entered commands while the user is walking around or doing any other activity.
In reality limitations imposed by factors such as battery life, processor power, display brightness, network coverage and form factor have conspired to delay the widespread introduction of wearable computers. Nevertheless over the past ten years there have been many successful implementations and, as the relentless miniaturisation of computing devices continues, an increasing number of viable applications are emerging.
Description and introduction about wearable technology with these benefits and its cons and its future.
Presented during the meetup of While42 in London by Guillaume Agis.
What is Ubiquitous Computing?
Ubiquitous computing (alias: Pervasive Computing) is a paradigm in which the processing of information is linked with each activity or object as encountered. It involves connecting electronic devices, including embedding microprocessors to communicate information. Devices that use ubiquitous computing have constant availability and are completely connected.
Ubiquitous computing focuses on learning by removing the complexity of computing and increases efficiency while using computing for different daily activities.
Ubiquitous computing is also known as pervasive computing, everyware and ambient intelligence.
Wearable Computing PPT Presentation Seminar with pdf report20wj1a6620
Wearable computers, also known as body-borne computers or wearable’s are toy electronic devices that are worn by the holder under, with or on top of clothing.
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2. What is a “wearable computer”
A small portable
computer that is
designed to be worn
on the body during
use.
Wearable computers
are usually either
integrated into the
user's clothing or can
be attached to the
body through some
other means, like a
wristband
3. Aim Of Wearable Computing
It should be able to adapt to the whims
and fancies of the user instead of the user
having to adapt its lifestyle for the
system.
It should not interfere with user‟s
everyday tasks.
The two key features of wearable
computers should be „always on
capability‟ and „continual accessibility‟.
5. Components of wearable
computers
Human interface system (HUMIONICS).
Networks.
Display systems.
6. HUMIONICS
The user interface for a wearable computer is
fundamentally different to those of the
regular computers .
It should satisfy the following criteria:
Shall be constantly available to the user – always on,
ready and accessible.
Shall not require constant user attention.
Shall be unobtrusive and unrestrictive.
7. Continued………
Always communicate with user with reasonable time
limits.
Shall be able to communicate with the user and the
outside world.
Provide the best use of 3D object space to scatter the
application windows.
8. Some new concepts………
Wearable computing introduces new concepts like
“mediated reality” and “augmented reality”.
Mediated reality refers to encapsulation of user’s
senses by incorporating the computer with the
user's perceptive mechanisms.
Augmented reality combines real world scenes and
virtual scenes, augmenting the real world with
additional information.
9.
10. NETWORKS
There can be two kinds of networks:
One way to connect the device to the external world
is through WAP, or Cellular Digital packet data. This
aspect is not specific and will evolve over time.
The second issue of interconnecting the various parts
of the WC, may involve both wired and wireless
connections. CPU, storage unit and similar
peripherals will be connected with or without cables
to the wearable motherboard.
12. Input Devices
There can be in general four common kinds of
inputs for the wearable system:
Speech recognition which may appear as the
most suited input device, but is not preferred in
all kinds of applications & environments, due
to privacy and performance issues.
13. Handwriting and keyboard could be one of the
most efficient input device, provided the input
device is not too small.
The picture shown is called as the sense board
which is just worn on the hands or wrists and
senses the typing input or handwriting.
14. Gesture input devices are simple, compact, and
optimized for wearable use. Ubi-Finger is such
a device, but has not been tested for all types
of applications.
Thumb Typing - Carsten Mehring, a mechanical
engineer at the University of California, Irvine,
has come up with a device that turns your
hands into a keyboard.
15. Output Devices
Could be either HMD with earpiece or only the
earpiece for some applications.
There are two types of HMD:
The 1st one is generally intended for regular or
industrial use.
The 2nd type is the blocking type and requires full
attention of the user.
17. ADVANTAGES
Enhanced communication.
It can be used to recognize a person in a high
alerted area such as airport.
Unlikely to be dropped or lost as they are
embedded to the clothes as opposed to the
handheld devices.
Able to use for everyday tasks by tracking
movements and habits of the person.
18. Work from anywhere.
Convenience
Makes tasks more easies such as these can be
used by surgeons which allow data to be
transferred to there computers.
Freedom.
20. DISADVANTAGES
Expensive
Can cause irritation when it produces heat.
Side effects such as headaches.
It becomes easier to get data of an individual if
it gets stolen.
21. Challenges and Limitations
Software Challenges:
Development of the software for wearable
computers is probably the most significant
challenge faced by wearable system designers.
The other software challenges include
integration of information repositories that
augment limited device capabilities.
22. Hardware Challenges
The current limitations on hardware technology
involves four major problems- power, networking,
privacy and interface .
Adding more features to the wearable device
requires more power and generates more heat. This
imposes a restriction to design systems that take
little power and little space and last a long time.
23. Continued…….
The second limitation is with networking in
wearable devices. We need to understand that
networking may never be truly ubiquitous;
there will always be places where access to the
Internet will not be simply be available.
The inter-component communication using the
on-body wireless bus is still an area of
research.
24. Privacy is not yet a limitation, but may be a
limitation in future. One can record conversations,
keep personal notes, schedule, and use diary on the
wearable.
The first part of the privacy is to protect one's own
personal information and the second part is to
prevent the wearable user from stealing other's
information.
25. The last problem is of interface. "How do we
communicate with the computer and how does it
communicate to us?". Which is the most effective
way of communicating to the device and back to
the human?
The answer for these would only evolve along the
time, and there may not be any perfect answer to
this question.
26. APPLICATIONS
1. Emergency Services
2. Field Services
3. Health Care
4. Queue Busting
5. Warehousing
6. Shopping Jackets
7. Medical Establishment.
8. Mediated/Augmented reality
27.
28. Designer Erik De Nijs has created a pair of jeans for computer geeks.
“Built into the knees are a pair of speakers, around the back you have
the added convenience of a back pocket for your mouse…”
29. FUTURE PROSPECTS
Wearable Computers would dominate in the near future. We
can class our mobile phone as a mobile computer as we can
get phones that can be used take photos, surf the internet, msn
messenger, mp3 player, video recorder, video playback, create
documents, view documents, create games and many other
things mobile phones are now more powerful than computers
10 years ago.
This does not mean that the mobile phone itself will be a
wearable computer in the future. It could also be used to track
people this could work as a good and bad thing as if the police
where tracking someone it could help but on the other hand if
a stalker/murderer was tracking movements to find out when
he can strike it could make it easier.