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INTRODUCTION
 A “Wearable Computer” is a computer that can be worn on
the body. Wearable computers can be anything from a
small wrist mounted system to a bulky head mounted
display as shown below:
Wearable Technologies :
ED THORP
1961
NOT NEW!
Features
 It is integrated into everyday objects that are constantly
worn on the body. Like glasses, watches, and clothing.
 It should act as an Intelligent Assistant.
 Wearable computers are especially useful for applications
that require computational support while the user's hands,
voice, eyes, arms or attention are actively engaged with the
physical environment.
 Another feature is the ability to multi-task.
It can therefore be an extension of the user’s mind and/or
body.
Wearable Computing Over Time
5
Ed Thorp
Roulette Shoe
1961
1972
Alan Lewis
Digital camera-case
computer
1977
The HP 01
1978
1979
1981
1983
1987
1990
Eudaemonic
Enterprises
Another in-shoe
computer
for Roulette
Steve Mann
Nicolet
Hearing Aids
Olivetti
Location Tracking
The
Taft
Group
Today
• Fitness trackers
• Smart glasses
• Embedded sensors
• Ingestible pills
• Virtual/Augmented Reality Displays (and HUDs)
• Bands and Watches
• In-ear audio devices
6
90 million devices to be sold worldwide in 2015!
WHY WEARABLE?
What’s wrong with my smartphone?
7
“The average person checks their phone 150 times a day”
“Smartphones can do just about anything a wearable can”
OPERATIONAL DETAILS
Software:
The commonly used Operating System on a wearable
computer is the WOS (WearComp OS).
Redhat and GNU Linux can be run in close
coordination as an Operating System too.
Hardware:
 Display
 Input device
 Hard drive
HARDWARE
Display:
The display device of a wearable computer is a head-mounted
display (HMD) unit with an earpiece.
Though there could be several other display devices intended
for specific applications, HMD systems are of prime interest
in wearable computers.
HARDWARE
Input device:
Keyboard and Mouse.
– IR keyboard.
– Arm-strapped keyboard.
HARDWARE
 Voice recognition
Gesture Controlled input.
– Combining several types of inputs
HARDWARE
Camera
Any small camera.
– Ordinary web camera.
– Custom made camera.
 Suitable placement
– Head:-follows user’s gaze.
– Shoulder:- more stable.
NETWORK CONNECTION
• Benefits of having a network
– Access to the Internet.
– Communication.
• Wireless network connection
– WLAN, IEEE802.11b
– GPRS or UMTS (3G)
– Bluetooth
– Infra-red
POWER SOURCE
• Batteries add size, weight, and inconvenience to
wearable computers.
• However, there is no stopping to use to any of the
miniature batteries, for example Lithium, Li-
MnO2, Li-C, that are currently being used in
electronic gadgets.
APPLICATIONS
• Augmented Memory
• Face Recognition
• Finger Tracking
• Visual Filter
• Navigation
• Wearable computer in a Wrist Watch
• Wearable computer in Shoe
Application in military field
WEARABLE GAMING
BodyPad
- group of wearable sensors
- turn a person's arms and
legs into a joystick for
PlayStation or Xbox
games.
APPLICATIONS
Examples
• Samsung gear S
Samsung’s first network-connected wearable.
• Gear Circle
Listen to music and pick up calls.
• Gear 2
• Gear Fit
Health Activity Tracker
• Gear Live
Compatible with any android device.
• Gear VR Innovator
Augmented reality.
• Google Glass displays information in a smartphone-like
hands-free format. Wearers communicate with the Internet
via natural language voice commands. Google started
selling a prototype of Google Glass to qualified "Glass
Explorers" in the US on April 15, 2013, for a limited period
for $1,500, before it became available to the public on May
15, 2014, for the same price.
GOOGLE GLASS
LIMITATIONS
Equipment can be heavy.
Expensive.
Some Wearable Computers can consist of a lot of
wiring.
Can cause irritation due to heat.
Display and camera also known to affect eyes.
Side-Effects such as Headaches.
It may become easier to get personal data of an
individual if the item is lost / stolen.
CONCLUSION
Wearable computer will provide safety, efficiency
and comfort for users.
True extension of mind and body.
 Enhance the quality of life of the user at work
place and in all parts of daily life.
There are even some reports that wearable will be
the fashion of tomorrow .
Main focus of many consumer electronics
symposiums in recent times.
Wearable technologies

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Wearable technologies

  • 1.
  • 2. INTRODUCTION  A “Wearable Computer” is a computer that can be worn on the body. Wearable computers can be anything from a small wrist mounted system to a bulky head mounted display as shown below:
  • 3. Wearable Technologies : ED THORP 1961 NOT NEW!
  • 4. Features  It is integrated into everyday objects that are constantly worn on the body. Like glasses, watches, and clothing.  It should act as an Intelligent Assistant.  Wearable computers are especially useful for applications that require computational support while the user's hands, voice, eyes, arms or attention are actively engaged with the physical environment.  Another feature is the ability to multi-task. It can therefore be an extension of the user’s mind and/or body.
  • 5. Wearable Computing Over Time 5 Ed Thorp Roulette Shoe 1961 1972 Alan Lewis Digital camera-case computer 1977 The HP 01 1978 1979 1981 1983 1987 1990 Eudaemonic Enterprises Another in-shoe computer for Roulette Steve Mann Nicolet Hearing Aids Olivetti Location Tracking The Taft Group
  • 6. Today • Fitness trackers • Smart glasses • Embedded sensors • Ingestible pills • Virtual/Augmented Reality Displays (and HUDs) • Bands and Watches • In-ear audio devices 6 90 million devices to be sold worldwide in 2015!
  • 7. WHY WEARABLE? What’s wrong with my smartphone? 7 “The average person checks their phone 150 times a day” “Smartphones can do just about anything a wearable can”
  • 8. OPERATIONAL DETAILS Software: The commonly used Operating System on a wearable computer is the WOS (WearComp OS). Redhat and GNU Linux can be run in close coordination as an Operating System too. Hardware:  Display  Input device  Hard drive
  • 9. HARDWARE Display: The display device of a wearable computer is a head-mounted display (HMD) unit with an earpiece. Though there could be several other display devices intended for specific applications, HMD systems are of prime interest in wearable computers.
  • 10. HARDWARE Input device: Keyboard and Mouse. – IR keyboard. – Arm-strapped keyboard.
  • 11. HARDWARE  Voice recognition Gesture Controlled input. – Combining several types of inputs
  • 12. HARDWARE Camera Any small camera. – Ordinary web camera. – Custom made camera.  Suitable placement – Head:-follows user’s gaze. – Shoulder:- more stable.
  • 13. NETWORK CONNECTION • Benefits of having a network – Access to the Internet. – Communication. • Wireless network connection – WLAN, IEEE802.11b – GPRS or UMTS (3G) – Bluetooth – Infra-red
  • 14. POWER SOURCE • Batteries add size, weight, and inconvenience to wearable computers. • However, there is no stopping to use to any of the miniature batteries, for example Lithium, Li- MnO2, Li-C, that are currently being used in electronic gadgets.
  • 15. APPLICATIONS • Augmented Memory • Face Recognition • Finger Tracking • Visual Filter • Navigation • Wearable computer in a Wrist Watch • Wearable computer in Shoe
  • 17. WEARABLE GAMING BodyPad - group of wearable sensors - turn a person's arms and legs into a joystick for PlayStation or Xbox games.
  • 19. Examples • Samsung gear S Samsung’s first network-connected wearable. • Gear Circle Listen to music and pick up calls. • Gear 2 • Gear Fit Health Activity Tracker • Gear Live Compatible with any android device. • Gear VR Innovator Augmented reality.
  • 20. • Google Glass displays information in a smartphone-like hands-free format. Wearers communicate with the Internet via natural language voice commands. Google started selling a prototype of Google Glass to qualified "Glass Explorers" in the US on April 15, 2013, for a limited period for $1,500, before it became available to the public on May 15, 2014, for the same price. GOOGLE GLASS
  • 21. LIMITATIONS Equipment can be heavy. Expensive. Some Wearable Computers can consist of a lot of wiring. Can cause irritation due to heat. Display and camera also known to affect eyes. Side-Effects such as Headaches. It may become easier to get personal data of an individual if the item is lost / stolen.
  • 22. CONCLUSION Wearable computer will provide safety, efficiency and comfort for users. True extension of mind and body.  Enhance the quality of life of the user at work place and in all parts of daily life. There are even some reports that wearable will be the fashion of tomorrow . Main focus of many consumer electronics symposiums in recent times.

Editor's Notes

  1. Wearable computer? Can be worn. Wrist watch to head gear
  2. Roulette Ball game. Shoe- input. Body-computing. Output-head gear
  3. Intelligent assistant. Computation when users senses are engaged
  4. Steve Mann – computer that could be worn as a backpack and had photo, video, text Themes haven’t really changed: Audio – Hearing aids to in ear for in store associates (e.g. Theatro) Watches – Calculator watches to Pebble, Android Wear Location tracking – IR signals to RFID to iBeacon Glasses – Steve Mann to Google Glass Gambling has been a large driver of wearable tech progress Let’s think about why – want it to be discreet Now think about wearable applications such as retail where discreteness is valuable
  5. Fitness tracker
  6. What I’ve learned with wearables is that the focus should be on the “WHY”
  7. Shows thermal image for identification of individual. Has gps to locate for backup Giving information about maps and terrain
  8. Samsung gear s – not a huge success Gear2/gear fit – widely used initially for monitored fitness