Wearable Computer

            4th Year Msc. IT.
                 Div. B

 Roll No.           Name

 4184         Viral Mehta
 4166         Kanaiyo Contractor
 4226         Shashikant Sonagra
Introduction
A   wearable computer is a computing device
small and light enough to be worn on one's body
without causing discomfort.

 It may also be integrated into everyday objects
that are constantly worn on the body.

 It should be worn like glasses, watches, and
clothing.

   It should act as an Intelligent Assistant.

   Invented by Steve Mann in the 1970s.
Definition

 A small
        portable computer that is
 designed to be worn on the body during
 use.


 Wearable computers should be worn like
 glasses, watches, and clothing.
Characteristics
    Wearable computer is defined by SIX main
    characteristics.
 These    attributes of wearable computing are
    described from the human's point of view:

1) Un monopolizing (of the user's attention)
     Wearable computer does not cut you off from the
      outside world such as a virtual reality game or the
      like.

2) Unrestrictive (to the user)
     When using it, you can do other things.
Characteristics
3) Observable (by the user)
   It can keep your attention continuously if you want it
    to.

4) Controllable (by the user)
   It is a responsive system. You can grab control of it
    at any time you want.

5) Attentive (to the environment)
   Wearable computer is environmentally
    aware, multimodal, and multisensory.

6) Communicative (to others)
   It can be used as a communications medium when
    you want it to.
Components
 Human   Interface System




  The user interface for a wearable computer is
   fundamentally different to those of the regular
   computers.
Components
   Operating System
     Be constantly available to the user – always on,
      ready and accessible.
     Not require the constant user attention or interaction.
     Be able to communicate to other system and external
      world.
   Augmented Reality
     Augmented Reality combines real world scenes and
      virtual scenes, augmenting the real world with
      additional information.
   Input Devices
     Speech recognition
     Keyboard
     Gesture Input devices
Components
 Display   System
  Lens
  Small Projection System
 Networks
  One network required to connect with outer world.
   (for example WAP)
  One network required for interconnection of the
   various components.(like Bluetooth or Wireless
   Connection)
 Power   Sources
  Must conform to standard desktop
   environment, incorporate, industries standard
   component
  Battery
How It Works
 Some  wearable computers use “kiers”(key
 switches mounted to a grip, rather than to a
 board, as with a keyboard) and trackballs as
 input device.

 Many try to use more intuitive means of
 input like gesture, speech recognition or
 context awareness.

 The output may be presented through
 displays, lights or even hap tic interface.
Application AREA
 Military   Field
US Army's Land Warrior
A. Eye piece display Friendly
   Positions Maps Mission data.

B&C. Mic and Earphones.

D. Input device that acts as a
   mouse.

E. Laser range finder to send
   data about targets to others

F. Thermal Sight for night vision

G. Video Camera Send Pictures
   and clips Shoot around corners.
Application AREA

 Medical   Field
Application AREA
 Face    Recognition




   Working in conjunction with an appropriate face-
    finding software, face recognition system can be
    adapted for use in wearable computing
Application AREA
Other Areas…
   Finger Tracking
     This is one of the simplest applications of
      camera-based wearable computing.
   Communication
   Entertainment Field
     Games
   Teaching And Education
   Warehouse Picking
   Inspection
   Security
Examples
 Sixth Sense   (Pranav
Mistry)
Examples
  Body Temperature Control for
Wearable Soldier Health Monitoring
            Systems
Examples
                    Zypad WL 1100




   If you're looking for a wearable computer that lives up to the name, try
    a Zypad model from a company called the Eurotech Group. The
    Zypad is a powerful touchscreen computer that you can strap around
    your wrist. At least, in theory you can: Eurotech doesn't list the
    Zypad's price, so it's probably a bit out of the consumer price range.
Advantages
Size Comparison
Advantages
 Mobility
   Imagine being able to carry all the capabilities of your
    desktop as you work, wherever you do.

 Connectivity
   All the information resources of the organization are at
    your fingertips, instantly. you are always in touch.
 Efficiency
   No more going back to the office to access or input
    needed data. No more duplication of effort.

 Productivity
   Add it all up, and you are looking at increased
    organizational productivity and a bigger bottom line.
Advantages
 To recognize a person in a high alerted area
  such as an Airport.

 Work From Anywhere

 Enhanced Communication

 Flexibility
Disadvantages
 Equipment     can be heavy

 Expensive


 Some  wearable computers can consist of a
 lot of wiring

 Can   cause irritation in heat

 Side-effect   such as headaches
Disadvantages
 Wearable   computer can invade privacy

 Smaller   space of storage

 Network    bandwidth
Conclusion

 Whatever area wearable computer
 technology is applied to you can see that it
 will improve the quality of life and make
 day-to-day life less complicated.

 There are even some reports that wearable
 will be the fashion of tomorrow.
Wearable Computer

Wearable Computer

  • 2.
    Wearable Computer 4th Year Msc. IT. Div. B Roll No. Name 4184 Viral Mehta 4166 Kanaiyo Contractor 4226 Shashikant Sonagra
  • 4.
    Introduction A wearable computer is a computing device small and light enough to be worn on one's body without causing discomfort.  It may also be integrated into everyday objects that are constantly worn on the body.  It should be worn like glasses, watches, and clothing.  It should act as an Intelligent Assistant.  Invented by Steve Mann in the 1970s.
  • 6.
    Definition  A small portable computer that is designed to be worn on the body during use.  Wearable computers should be worn like glasses, watches, and clothing.
  • 8.
    Characteristics  Wearable computer is defined by SIX main characteristics.  These attributes of wearable computing are described from the human's point of view: 1) Un monopolizing (of the user's attention)  Wearable computer does not cut you off from the outside world such as a virtual reality game or the like. 2) Unrestrictive (to the user)  When using it, you can do other things.
  • 9.
    Characteristics 3) Observable (bythe user)  It can keep your attention continuously if you want it to. 4) Controllable (by the user)  It is a responsive system. You can grab control of it at any time you want. 5) Attentive (to the environment)  Wearable computer is environmentally aware, multimodal, and multisensory. 6) Communicative (to others)  It can be used as a communications medium when you want it to.
  • 11.
    Components  Human Interface System  The user interface for a wearable computer is fundamentally different to those of the regular computers.
  • 12.
    Components  Operating System  Be constantly available to the user – always on, ready and accessible.  Not require the constant user attention or interaction.  Be able to communicate to other system and external world.  Augmented Reality  Augmented Reality combines real world scenes and virtual scenes, augmenting the real world with additional information.  Input Devices  Speech recognition  Keyboard  Gesture Input devices
  • 13.
    Components  Display System  Lens  Small Projection System  Networks  One network required to connect with outer world. (for example WAP)  One network required for interconnection of the various components.(like Bluetooth or Wireless Connection)  Power Sources  Must conform to standard desktop environment, incorporate, industries standard component  Battery
  • 14.
    How It Works Some wearable computers use “kiers”(key switches mounted to a grip, rather than to a board, as with a keyboard) and trackballs as input device.  Many try to use more intuitive means of input like gesture, speech recognition or context awareness.  The output may be presented through displays, lights or even hap tic interface.
  • 16.
  • 17.
    US Army's LandWarrior A. Eye piece display Friendly Positions Maps Mission data. B&C. Mic and Earphones. D. Input device that acts as a mouse. E. Laser range finder to send data about targets to others F. Thermal Sight for night vision G. Video Camera Send Pictures and clips Shoot around corners.
  • 18.
  • 19.
    Application AREA  Face Recognition  Working in conjunction with an appropriate face- finding software, face recognition system can be adapted for use in wearable computing
  • 20.
    Application AREA Other Areas…  Finger Tracking  This is one of the simplest applications of camera-based wearable computing.  Communication  Entertainment Field  Games  Teaching And Education  Warehouse Picking  Inspection  Security
  • 22.
    Examples  Sixth Sense (Pranav Mistry)
  • 23.
    Examples BodyTemperature Control for Wearable Soldier Health Monitoring Systems
  • 24.
    Examples Zypad WL 1100  If you're looking for a wearable computer that lives up to the name, try a Zypad model from a company called the Eurotech Group. The Zypad is a powerful touchscreen computer that you can strap around your wrist. At least, in theory you can: Eurotech doesn't list the Zypad's price, so it's probably a bit out of the consumer price range.
  • 26.
  • 27.
    Advantages  Mobility  Imagine being able to carry all the capabilities of your desktop as you work, wherever you do.  Connectivity  All the information resources of the organization are at your fingertips, instantly. you are always in touch.  Efficiency  No more going back to the office to access or input needed data. No more duplication of effort.  Productivity  Add it all up, and you are looking at increased organizational productivity and a bigger bottom line.
  • 28.
    Advantages  To recognizea person in a high alerted area such as an Airport.  Work From Anywhere  Enhanced Communication  Flexibility
  • 30.
    Disadvantages  Equipment can be heavy  Expensive  Some wearable computers can consist of a lot of wiring  Can cause irritation in heat  Side-effect such as headaches
  • 31.
    Disadvantages  Wearable computer can invade privacy  Smaller space of storage  Network bandwidth
  • 33.
    Conclusion  Whatever areawearable computer technology is applied to you can see that it will improve the quality of life and make day-to-day life less complicated.  There are even some reports that wearable will be the fashion of tomorrow.