Wearable Computer

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Presented BY:
Name:
Topics I’ll Focus:
1.
What’s a Wearable Computer?
2.
Brief History
3.
Evolution Of Wearable Computers
4.
Wearable Computing (Aim)
5.
Commercialization
6.
How It Works?
7.
Wearable Vs Mobile Computing
8.
Four Layers Of Wearable Devices
9. Why Wear It? (Uses & Application Areas)
10. Social Implications
11. Conclusion
What is a “Wearable Computer” ?

A small portable computer that is designed to be
worn on the body during use.

In this, wearable computers differ from PDAs, which
are designed for hand-held 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.

They may also be integrated into everyday objects
that are constantly worn on the body, like a wrist
watch or a hands-free cell phone.
Brief History
1961
1991
1966
1991
1968
1992
1977
1993
1980
199
3
1981
1996
Evolution Of
Wearable Computers
Wearable Computing
1.
2.
3.
4.
5.
6.
components distributed in clothes and over the user‘s
body
-smart shirt, smart trousers etc.
hands free, intuitive user interface
-speech and gesture recognition
augmenting user‘s view of the environment
-data displayed in head mounted see through display
extending user‘s senses
-e.g. infrared and sonar images overlaid over the real world
aware of the environment
always on and acting on behalf of the user (proactive)
AIM OF WEARABLE COMPUTING
 To develop new interfaces that
mediate (augment, deliberately
diminish, or otherwise modify) noncomputer activities
 Without interfering with the user's
everyday tasks
 The design of wearable computers
is still a topic of research, and a
variety of user interfaces are being
proposed.
HOW IT WORKS

Some wearable computers use “keyers” (keyswitches
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 sound interfaces.

Some mediated reality (augmented, diminished, or
otherwise modified reality) systems can also be
considered wearable computers.
Packaging Density
conventional mobile
devices
 size limited by
-display
– keyboard
– functionality
wearable computer
 head mounted display
 no keyboard
 the smaller the better
Wearable versus mobile computing
Focus on the interaction of user - system - environment
real
world
real
world
user
100 %
95%
user
user
<5%
mobile
system
mobile
system
Interaction mode change
wearable
system
real
world
Application Areas







Warehouse picking
Inspection
Maintenance
Repair
Medical
Security
Military (Land Warrior/Pacific
Consultants)
Personal/Recreational Use

Web surfing
 Email/Text/Video Messaging
 Note taking
 Audio/Video Entertainment
Professional Use

Note reading through presentations
 Constant contact with advisors/secretaries
 Commuting/Working on the move
 Desktop applications
 Military applications
W.C. in the MEDICAL FIELD

Wrist worn medical monitoring devices
Body Temperature Control for Wearable
Soldier Health Monitoring Systems
OTHER WEARABLE COMPUTERS

“Unmasking Mr. X” Game

Computerized Clothing ex. Business Suit easily accessible
to the internet and important documents

Help the visually impaired

Space exploration

Motor Bike Racing – Crew Pit

Head and Shoulder Cameras
Commercialization of W.C.

Led by companies such as Xybernault, HandyKey, and
ViA. Forced alliances with IBM and Sony in order to
make wearable computing widely available.

In 1998 Seiko marketed the Ruputer, a computer in a
(fairly large) wristwatch, to mediocre returns.

In 2001 IBM developed and publicly displayed two
prototypes for a wristwatch computer running Linux, but
the product never came to market.
Mission 2008

Establish the Open Wearable Computing
Group (OWCG) as standardization body in
the area of wearable computing
 Establish the International Forum in
Applied Wearable Computing (IFAWC) as
a world wide event to focus on application
potentials*
Social Implications

Freak or Chic?
Social Implications

Will the use of wearable computers become
a symbol of elitism or will they become
accepted as part of the daily routine?
 Is the integration of computer equipment
into the body more acceptable than a
wearable computer module?
CONCLUSION

Wearable Computing is an upcoming
technology.
 A Wearable Computer is not a belt-worn
desktop computer.
 It will become more important to work with
instead of work at the computer.
 IT-Support gets deeper into work processes.
 Wearable Computing will bring efficiency
on site.
 A lot of work still to be done-looking
forward to newer advanced versions.
REFERENCES
http://www.google.com
http://www.wearitatwork.com
http://www.cs.cmu.edu/~jeffreyn/
http://www.cs.cmu.edu/~pebbles/puc/
http://www.media.mit.edu/wearables/
http://www.cs.rit.edu/~jrv/research/ar/
http://www.seminartopics.com
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