WEARABLE COMPUTERS - SEMINAR

 

Introduction

 

Wearable Computers were first introduced in the 1500's with the pocket watch. The first wearable computer that fits into the 20th century image was a computer designed to predict Roulette Wheels, this was invented in 1961 by Edward O Thorpe. A data tracker hidden in his shoes would track the speed of the Roulette Wheels and the computer would indicate what to bet on.

          In 1967, Hubert Upton developed a technology which allowed the person wearing the glasses to lip read, this was using the LED device.

          Even in the 1980's and the 1990's wearable computers were being created.

          Many people think that wearable computers can now be taken full advantage of as the technology has developed over the years and the wearable computers can now become more comfortable to wear and it will not be the case of devices hanging of the persons clothes.


What is wearable computer

 


 

Wearable Technology is a portable computer that is included into the space of a user, this can be worn anywhere around the body and can be hands free use. Wearable technology is controlled by the user which is operational and is always on and accessible. 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 whilst the user is walking around or doing any other activity.
          Wearable Technologies such as a Wearable Computer (WearComp), is more than just a wristwatch or regular eyeglasses: it has the full functionality of a computer system but in addition to being a fully featured computer, it is also inextricably intertwined with the wearer. This is what sets the wearable computer apart from other wearable devices such as wristwatches, regular eyeglasses, wearable radios, etc. Unlike these other wearable devices that are not programmable (reconfigurable), the wearable computer is as reconfigurable as the familiar desktop or mainframe computer.

 

The six attributes

(six signal paths) of wearable computing

 

There are six informational flow paths associated with this new human--machine synergy. These signal flow paths are, in fact, attributes of wearable computing, and are described, in what follows, from the human's point of view:

  1. UNMONOPOLIZING of the user's attention: it does not cut you off from the outside world like a virtual reality game or the like. You can attend to other matters while using the apparatus. It is built with the assumption that computing will be a secondary activity, rather than a primary focus of attention. In fact, ideally, it will provide enhanced sensory capabilities. It may, however, mediate (augment, alter, or deliberately diminish) the sensory capabilities.
  2. UNRESTRICTIVE to the user: ambulatory, mobile, roving, ``you can do other things while using it'', e.g. you can type while jogging, etc.
  3. OBSERVABLE by the user: It can get your attention continuously if you want it to. Almost--always--observable: within reasonable limitations (e.g. that you might not see the screen while you blink or look away momentarily) the output medium is constantly perceptible by the wearer.
  4. CONTROLLABLE by the user: Responsive. You can grab control of it at any time you wish. Even in automated processes you can manually override to break open the control loop and become part of the loop at any time you want to (example: ``a big Halt button you want as an application mindlessly opens all 50 documents that were highlighted when you accidently pressed ``Enter'' would make a computer more CONTROLLABLE. Infinitely--often--controllable: the constancy of user--interface results from almost--always observability and infinitely--often controllability in the sense that there is always a potential for manual override which need not be always exercised.
  5. ATTENTIVE to the environment: Environmentally aware, multimodal, multisensory. (As a result this ultimately gives the user increased situational awareness).
  6. COMMUNICATIVE to others: Can be used as a communications medium when you want it to. Expressive: allows the wearer to be expressive through the medium, whether as a direct communications medium to others, or as means of assisting the production of expressive media.

 


FEATURES OF WEARABLE COMPUTING

·         Photographic memory: Perfect recall of previously collected information.

·         Shared memory: In a collective sense, two or more individuals may share in their collective consciousness, so that one may have a recall of information that one need not have experienced personally.

·         Connected collective humanistic intelligence: In a collective sense, two or more individuals may collaborate while one or more of them is doing another primary task.

·         Personal safety: In contrast to a centralized surveillance network built into the architecture of the city, a personal safety system is built into the architecture (clothing) of the individual.

·         Tetherless operation: Wearable computing affords and requires mobility, and the freedom from the need to be connected by wire to an electrical outlet, or communications line.

·         Synergy: Rather than attempting to emulate human intelligence in the computer, as is a common goal of research in Artificial Intelligence (AI), the goal of wearable computing is to produce a synergistic combination of human and machine, in which the human performs tasks that it is better at, while the computer performs tasks that it is better at. Over an extended period of time, the wearable computer begins to function as a true extension of the mind and body, and no longer feels as if it is a separate entity. In fact, the user will often adapt to the apparatus to such a degree, that when taking it off, its absence will feel uncomfortable, in the same way that we adapt to shoes and clothing to such a degree that being without them most of us would feel extremely uncomfortable whether in a public setting, or in an environment in which we have come to be accustomed to the protection that shoes and clothing provide. This intimate and constant bonding is such that the combined capabilities of the resulting synergistic whole far exceeds the sum of either. Synergy, in which the human being and computer become elements of each other's feedback loop, is often called Humanistic Intelligence (HI).

·         Quality of life: Wearable computing is capable of enhancing day--to--day experiences, not just in the workplace, but in all facets of daily life. It has the capability to enhance the quality of life for many people.


Application of wearable computer

 

A wrist-worn Linux PC


          ZD Net Blogs - According to LinuxDevices.com, the Zypad WL 1000, a new wrist-worn PC has been demonstrated to the military forces. This device, which can run Linux or Windows CE, is a hands-free computer which handles wireless networking and GPS tracking. It also comes with a 240 x 320 pixels touchscreen and has a battery which can last about 8 hours. It only weighs 300 grams — but it will be attached at the end of your arm, so it might feel heavier than this. It should be available in July for about $2,500 and could be used by healthcare or law enforcement personnel. But read more…

Seiko Instruments Inc. - Bluetooth watch


 

          Akihabara News - Seiko Instruments Inc announced their first Bluetooth watch, the BT Watch or CPC TR-006 ver.1.0. This hi-tech watch is packed into a very stylish casing and this watch will be released onto the market at the end of this year or beginning 2007. This watch is in fact an extension of your phone, and you'll be able (at first) to play around with the volume of the ringtone of your phone. It can also alert you when you have an SMS or email, and it can display the number and the name of the person that is calling you. Finally, it will also alert you when the Bluetooth connection between the watch and phone is broken, so you won't forget your phone anymore. This is a product that might change our lives a bit, the way we use a phone and even appeal to the technophobes. As this phone is not released, we really hope that Seiko Instruments Inc will add more functions in the final version

Wearable Device Supplements Human Memory


          Gizmag - Accenture Technology Labs have released a prototype memory device that aids those of us who have difficulty remembering names. The Personal Awareness Assistant uses a speech recognition engine, two small microphones, an inconspicuous camera and a scrolling audio buffer to passively listen to what a user says, continually storing the previous 60 seconds of conversation in a "passive" memory and actively recalling this data when it hears a pre-selected phrase like "Nice to meet you".

                        Apple and Nike, Running Mates

 

 

 

                                  

Business Week - iPod-compatible footwear that tracks runners' training routines is just the beginning of a collaboration between these iconic brands. [...] Their first jointly produced product: the Nike+iPod Sport kit, which involves an electronic sensor inserted under the inner sole of a new Nike running shoe dubbed the Moire (pronounce (MOR-ay). That sensor talks to a small wireless receiver that attaches to Apple's iPod nano music player. The components work together to give voice prompts, interjected while music is playing, that tell runners how far they've gone and at what pace. The iPod will also keep track of the duration, distance, and other information on each run. The data could then be uploaded to a Mac or PC, and from there to a Nike Web site called Nikeplus.com, where users can track progress, set goals, and share results.

 

ADVANTAGES  

The advantages of Wearable Computers are:-

·         Enhanced Communication

·         Wearable Computers can be used to recognise a person in a high alerted area such as an airport.

·         A personal Wearable will facilitate the wearers needs

·         Unlikely to be dropped or lost as their are embedded to the clothes
as opposed to the handheld devices.

·         Able to use wearable computers to complete daily tasks such
as a computer which tracks the movements and habits of a person.

·         Flexibility

·         Freedom

·         Work from anywhere

·         Convenience

·         Makes tasks more easier such as Wearable Computers can be used by Surgeons (a Wearable Computer attached to their arms),which can allow data to be transferred to their computers, this can save time where the surgeons can look at the wearable for information, this will help improve the efficiency of an operation.

          Here is a prime example of a great advantage of wearable computing. There is a special shirt developed by VivoMetrics to monitor patients at hospitals, and which can also be used to accelerate new treatment trials.

disadvantages

Disadvantages of wearable computer:-

 

          There are many disadvantages of using Wearable Computing. Below are a list compiled by the author of this post.

  • Equipment can be heavy
  • Expensive
  • Some Wearable Computers can consist of alot of wiring
  • Can cause iritation in heat
  • Side-Effects such as Headaches
  • Wearable Computers can invade privacy
  • Can be used to gain an unfair advantage over others such as Casinos
  • Being tracked wherever you go
  • Costly
  • It may become easier to get data on an individual if the item is
    lost/stolen

 

 


How wearable computer are being used

 

Wearable Computers is being used by more people day by day such as:-
+ Shopping Jackets can be used to aid shoppers allowing them to browse the goods in the shops before even stepping foot into the shop. The computer would first verify what shop the person is closet to and then bring up the website for the shop.


+ Wearable Computers are used in Medical Establishments to use to analyse Data, monitor patients. This will allow the doctors to concentrate on the patients more then the computer screen showing details.


+ Airports are also using Wearable Computers to identify suspicious passengers using Face Recognition System.


          SCOTTeVEST (SeV) claims that its functional and fashionable jackets are so innovative that they are even worn by the Secret Service. The jackets have up to 42 hidden, ergonomically designed pockets and are equipped with the still patent-pending
Personal Area Network (PAN).

 


The PAN allows users to carry and use electronic devices without the mess of dangling wires. SCOTTeVEST comes in different colors and designs, suitable for outdoor activities, business and personal travel. The newest product is the solar-panel prototype.

 


 

 


Where IS wearable computer are being used

 

Emergency services

Many emergency services are able to use wearable computers such as the fire service who use them send and receive information from an accident site

Field services

Wearable computers can also make maintenance services more productive. A field technician wearing a computer can access useful technical instructions and schematics in order to rapidly solve problems while working, thanks to the hands free capabilities.


Healthcare
          Medical and paramedical staff can use wearable computers to identify, in real time, a patient's clinical history in order to make a faster and more accurate clinical diagnosis. They can enable medical and paramedical staff to quickly access databases and, in the near future, to read medical data from electronic bracelets worn by patients. Wearable computers will be particularly useful in preventing errors due to medical record MIX-UPS or the misreading of a patient's data.



Queue busting

Wearable computers can serve as useful instruments when managing crowds for sporting or musical events, or in other busy places, such as airports, they can streamline the entire check-in process as well as facilitate the general monitoring of an individual's or a group's movements. In fact, a wrist worn computer allows employees to circulate among passengers to perform any necessary checks eliminating the need for a fixed terminal. In addition, this system can increase customer satisfaction by making staff operations more efficient without sacrificing security standards, staff will have quick access and full visibility of customers' data including: name, ticket number, seat assignment and baggage status.



Transportation and logistics

Warehousing
          omputers with built in barcode readers may be used in warehouses they will reduce the amount of mistakes by warehouse pickers also it will reduce the amount of paperwork in warehouses as order will not have to be printed out they will be emailed to the picker on the computer it will also help management track the amount of work people are doing and how log tasks are taking

 


Examples of Wearable Computing:-

·         Glasses that use image to sound renderings (help blind people)

·         Computers that can be used as a wrist watch

·         Gloves that enable users to make music by waving/clapping hands (the hand band

·         Wrist watch television

·         Computer built into shoes that automatically adjusts to support you

 

                                              


CONCLUSION

The hardware for wearable computers is designed to be used in non-desktop environment. We investigated the software that is supplied with wearable computers and also the software that is developed and used in research projects. Here we realized that mainly metaphors known from desktop systems are used. In our experiments we found that most of these interfaces are not efficiently usable in situations in which wearable computers are applied, especially considering situations where the user is mobile while using the computer. Considering the usage scenarios of WPCs in combination with see-trough displays we saw that blocking the users sight, point and click, the complexity of the display, and the visual acuity are of major importance when designing a wearable GUI. Based on these observations we implemented an interface that offers selection by rotation supported by audio cues and a open sight for the user. Currently we are also investigating how awareness technology, that provides information on the users context can enhance the interface. Of great importance is information about the current activities of the user, such as user is running, user walking, and user is stationary. This could be realized based on technologies that we have developed in other projects.


References

 

 

1. D.C. Engelbart, Augmenting Human Intellect:A Conceptual Framework, research reportAFOSR-3223, Stanford Research Inst.,Menlo Park, Calif., 1962;www.histech.rwthaachen.de/www/quellen/engelbart/ahi62index.html (current 5 June 2001).

 

2. D.C. Engelbart, “A Conceptual Frameworkfor the Augmentation of Man’s Intellect,” Vistasin Information Handling, P.D. Howertonand D.C. Weeks, eds., Spartan Books,Washington,D.C., 1963, pp. 1–29.

 

3. J. Zhang, “Categorization of Affordances,”Dept. of Health Informatics, Univ. of Texas at Houston,

http://acad88.sahs.uth.tmc.edu/courses/hi6301/affordance.html (current 3

July 2001).

 

4. S. Mann, “Humanistic Intelligence/HumanisticComputing: ‘Wearcomp’ as a New Framework for Intelligent Signal Processing,”Proc. IEEE, vol. 86, no. 11, Nov. 1998, pp. 2123–2151; http://wearcam.org/procieee.htm(current 5 June 2001).

 

5. W.A.S. Buxton and R.M. Baecker, Readingsin Human-Computer Interaction: A MultidisciplinaryApproach, Morgan Kaufmann,San Francisco, 1987, chapters 1 and 2

6. M. Weiser, Ubiquitous Computing, http://sandbox.parc.xerox.com/ubicomp (current 5 June 2001).

7. J. Cooperstock, Reactive Room,

www.dgp.toronto.edu/~rroom/research/papers (current5 June 2001).

 

 

 

 

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