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By:-
Saumya Shah
Dinesh Ratanpal
• A “Wearable Computer” is a computer that
could be worn on the body. Wearable
computers could be anything from a small
wrist mounted system to a bulky head
mounted display as shown below:
• 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.
 To develop new interfaces that
mediate (augment, deliberately
diminish, or otherwise modify)
non-computer 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.
 1991: Started the
”Wearable Computing
Project” at MIT.
 1995: World’s first covert
wearable computer – camera
and display concealed
in ordinary eyeglasses.
 1997: PhD from MIT in
this field he himself had
invented.
 Today, 2010: Works at
University of Toronto (OffSpring). Steve Mann
IT ALL STARTED FROM
1980
PRESENT SCENARI
After its invention, Wearable Computer have gone through 18 generations of
development, with research going on at prestigious institutions like MIT, Georgia
Tech and Carnegie Mellon University.
• Pranav Mistry is the
genius behind Sixth Sense
• is a PhD student in the
Fluid Interfaces Group at
MIT's Media Lab. Before
his studies at MIT, he
worked with Microsoft as
a UX researcher. Mistry is
passionate about
integrating the digital
informational experience
with our real-world
interactions.
 What do you need for WEARABLE
COMPUTER?
 Software:
The commonly used Operating System on a wearable
computer is the WOS (Wear Comp OS).
Redhat and GNU Linux can be run in close coordination
as an Operating System too.
 Hardware:
 Display
 Keyboard
 Hard drive
• Web cam, a 3M pico
projector and a mirror,
all connected wirelessly
to a Bluetooth smart
phone in his pocket.
Which only comes out
to be $350!!!
• You hold up your left
hand, fingers pointing
to the right. The system
recognizes that you
want to make a call, and
projects a dialing pad
onto your fingers. You
tap the virtual keypad
with your right hand to
dial the call.
 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, sound.
There are three operational modes of interaction
between human and computer
 Constancy
 Augmentation
 Mediation
Interaction Between The User
And The Computer
 The computer runs continuously, and is always
ready to interact with the user.
 Unlike a hand-held device, laptop computer, or
PDA, it does not need to be opened up and turned
on prior to use.
 The signal flow from human to computer and
computer to human, runs continuously to provide a
constant user-interface.
Computer
humanHuman
 Wearable computing is based on the notion that
computing is not the primary task.
 The assumption of wearable computing is that the
user will be doing something else at the same time
as doing the computing.
 Thus the computer should serve to augment the
intellect, or augment the senses.
 Unlike hand held devices, laptop computers, and
PDAs, the wearable computer can encapsulate us.
 It does not necessarily need to completely enclose
us, but the concept allows for a greater degree of
encapsulation than traditional portable computers.
 Thanks to encapsulation, it can function as an
information filter, and allow us to block out
material we might not wish to experience,
 Led by companies such as Xybernault,
HandyKey, and ViA. Forced alliances with
IBM and Sony in order to make wearable
computing widely available.
 In 2001 IBM developed and publicly
displayed two prototypes for a wristwatch
computer running Linux, but the product
never came to market.
 Consistency :
There is always a constant interaction between the computer
and the user and hence there is no need to turn the device
on or off.
 Multi-Tasking :
Wearable computer provides computational support even
when the user’s hands, voice, eyes, or attention is actively
engaged with the physical environment.
 Mobility :
Wearable computers must go where the wearer goes. They
are always on and their wearer can access them anytime.
General requirements
• Short-ranged
• Simple in design
• Low power consumption
• Self-configuration
• Restricted to the user
• Security
Security requirements
• Privacy
• Data Confidentiality
• Data integrity
• Access Control
• Availability
• Source Authentication
Wearable Computer Networking:-
 Augmented Memory
 Face Recognition
 Finger Tracking
 Visual filter
 Navigation
 Wearable computer in a Wrist Watch
 Wearable computer in Shoe
 Elderly or people with poor memory.
– Remember name and face of people.
 Image processing can recognize a face and
map it to the person’s name and affiliation.
 User wears non-transparent glasses
with integrated displays, experiences
the world through a camera.
 Computer processed video stream.
– Enhance contrast.
– Adjust colors.
– Night vision.
– Enlarged view.
 Wrist watch running
Linux and XFree86.
 Clock and video
conferencing
application.
 Military
– Soldiers monitoring,
health, equipment, etc.
– Maps and terrain.
 Workers trining and support
 Architect
 Researchers
 The glove controlled interface that the actor tom
cruise manipulates in the film. Using a special
pair of gloves, cruise can control a large screen
in front of him, moving digital objects.
 BodyPad
 - group of wearable sensors
- turn a person's arms and
legs into a joystick for
PlayStation or Xbox
fighting games.
 Portability.
 Hands-free use.
 Comfortable.
 Always on for the task it is designed.
 Quick to access.
 Fashionable.
 Equipment can be heavy.
 Expensive.
 Some Wearable Computers can consist of a lot
of wiring.
 Can cause irritation in heat.
 Side-Effects such as Headaches.
 It may become easier to get data on an
individual if the item is lost / stolen.
Whatever area wearable computer technology is
applied to you can see that it will improve the
quality of life and make day-to-day life less
complicated.

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Wearable Computer

  • 2. • A “Wearable Computer” is a computer that could be worn on the body. Wearable computers could be anything from a small wrist mounted system to a bulky head mounted display as shown below:
  • 3. • 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.
  • 4.  To develop new interfaces that mediate (augment, deliberately diminish, or otherwise modify) non-computer 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.
  • 5.  1991: Started the ”Wearable Computing Project” at MIT.  1995: World’s first covert wearable computer – camera and display concealed in ordinary eyeglasses.  1997: PhD from MIT in this field he himself had invented.  Today, 2010: Works at University of Toronto (OffSpring). Steve Mann
  • 6. IT ALL STARTED FROM 1980 PRESENT SCENARI After its invention, Wearable Computer have gone through 18 generations of development, with research going on at prestigious institutions like MIT, Georgia Tech and Carnegie Mellon University.
  • 7. • Pranav Mistry is the genius behind Sixth Sense • is a PhD student in the Fluid Interfaces Group at MIT's Media Lab. Before his studies at MIT, he worked with Microsoft as a UX researcher. Mistry is passionate about integrating the digital informational experience with our real-world interactions.
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  • 9.  What do you need for WEARABLE COMPUTER?
  • 10.  Software: The commonly used Operating System on a wearable computer is the WOS (Wear Comp OS). Redhat and GNU Linux can be run in close coordination as an Operating System too.  Hardware:  Display  Keyboard  Hard drive
  • 11. • Web cam, a 3M pico projector and a mirror, all connected wirelessly to a Bluetooth smart phone in his pocket. Which only comes out to be $350!!!
  • 12. • You hold up your left hand, fingers pointing to the right. The system recognizes that you want to make a call, and projects a dialing pad onto your fingers. You tap the virtual keypad with your right hand to dial the call.
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  • 14.  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, sound.
  • 15. There are three operational modes of interaction between human and computer  Constancy  Augmentation  Mediation Interaction Between The User And The Computer
  • 16.  The computer runs continuously, and is always ready to interact with the user.  Unlike a hand-held device, laptop computer, or PDA, it does not need to be opened up and turned on prior to use.  The signal flow from human to computer and computer to human, runs continuously to provide a constant user-interface.
  • 18.  Wearable computing is based on the notion that computing is not the primary task.  The assumption of wearable computing is that the user will be doing something else at the same time as doing the computing.  Thus the computer should serve to augment the intellect, or augment the senses.
  • 19.  Unlike hand held devices, laptop computers, and PDAs, the wearable computer can encapsulate us.  It does not necessarily need to completely enclose us, but the concept allows for a greater degree of encapsulation than traditional portable computers.  Thanks to encapsulation, it can function as an information filter, and allow us to block out material we might not wish to experience,
  • 20.  Led by companies such as Xybernault, HandyKey, and ViA. Forced alliances with IBM and Sony in order to make wearable computing widely available.  In 2001 IBM developed and publicly displayed two prototypes for a wristwatch computer running Linux, but the product never came to market.
  • 21.  Consistency : There is always a constant interaction between the computer and the user and hence there is no need to turn the device on or off.  Multi-Tasking : Wearable computer provides computational support even when the user’s hands, voice, eyes, or attention is actively engaged with the physical environment.  Mobility : Wearable computers must go where the wearer goes. They are always on and their wearer can access them anytime.
  • 22. General requirements • Short-ranged • Simple in design • Low power consumption • Self-configuration • Restricted to the user • Security Security requirements • Privacy • Data Confidentiality • Data integrity • Access Control • Availability • Source Authentication Wearable Computer Networking:-
  • 23.  Augmented Memory  Face Recognition  Finger Tracking  Visual filter  Navigation  Wearable computer in a Wrist Watch  Wearable computer in Shoe
  • 24.  Elderly or people with poor memory. – Remember name and face of people.  Image processing can recognize a face and map it to the person’s name and affiliation.
  • 25.  User wears non-transparent glasses with integrated displays, experiences the world through a camera.  Computer processed video stream. – Enhance contrast. – Adjust colors. – Night vision. – Enlarged view.
  • 26.  Wrist watch running Linux and XFree86.  Clock and video conferencing application.
  • 27.  Military – Soldiers monitoring, health, equipment, etc. – Maps and terrain.  Workers trining and support  Architect  Researchers
  • 28.  The glove controlled interface that the actor tom cruise manipulates in the film. Using a special pair of gloves, cruise can control a large screen in front of him, moving digital objects.
  • 29.  BodyPad  - group of wearable sensors - turn a person's arms and legs into a joystick for PlayStation or Xbox fighting games.
  • 30.  Portability.  Hands-free use.  Comfortable.  Always on for the task it is designed.  Quick to access.  Fashionable.
  • 31.  Equipment can be heavy.  Expensive.  Some Wearable Computers can consist of a lot of wiring.  Can cause irritation in heat.  Side-Effects such as Headaches.  It may become easier to get data on an individual if the item is lost / stolen.
  • 32. Whatever area wearable computer technology is applied to you can see that it will improve the quality of life and make day-to-day life less complicated.

Editor's Notes

  1. 1. Head-mounted display. 2. Camera recording view. 3. Audio, e.g. speaker and mic. 4. Input device, e.g. keyboard. 5. The computer itself. 6. Network connection