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