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:
- 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.
- UNRESTRICTIVE to the user: ambulatory, mobile,
roving, ``you can do other things while using it'', e.g. you can type
while jogging, etc.
- 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.
- 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.
- ATTENTIVE to the environment: Environmentally
aware, multimodal, multisensory. (As a result this ultimately gives the
user increased situational awareness).
- 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,
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,
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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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