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WEARABLE
TECHNOLOGY
GEORGE KURIAN
S7 ECE
ROLL.NO:25
• Introduction
• History
• Architecture
• Technologies
• Application
• Advantages and Disadvantages
• Conclusion
• References
INTRODUCTION
 A small portable computer that is designed to be worn on the
body.
 Wearable technology (also called wearable gadgets) is a
category of technology devices that can be worn by a
consumer and often include tracking information related to
health and fitness.
 Other wearable tech gadgets include devices that have small
motion sensors to take photos and sync with your mobile
devices.
 Wearable technology, wearable devices or fashion
electronics are clothing and accessories incorporating
computer and advanced electronic technologies
HISTORY
• Idea dates back to the 1960’s .
• Early models not feasible because of large, bulky size
• 1966 Ivan Sutherland created first head mounted computer
• 1977- Vest and Headset developed to aid the blind
• 1980’s general purpose wearable computers developed
• In 1990’s wearable computing swiftly progressing
• Today, computer fibers being woven in clothing fibers
Wearable computing implementation
Block diagram
Wireless
Network
Input Device Display Device
Video Camera
Low Power Indicator Power Supply
Com port VGA out
Framegrabber
Networkcard
Parallel port Back plane
Main Unit
 Some wearable computers use “keyers” (key switches mounted to
a grip, rather than to a board, as with a keyboard) and trackballs as
input device.
 Many try to use more intangible means of input like gesture,
speech recognition or context awareness.
 The output may be presented through displays, lights, sound or
even haptic interfaces(touch screen).
 Ability to modified reality by using wearable computers.
HOW IT WORKS?
Human Interface System (Humionics)
 Network
I/O Devices
 The user interface for a wearable computer is fundamentally
different to those of the regular computers .
 It should satisfy the following criteria:
 Shall be constantly available to the user
 Shall not require constant user attention.
 Shall be able to communicate with the user and the
outside world.
.
There are three kinds of network possible:
 Through WAP, or Cellular Digital packet data.
 Wired and wireless connections
 Through infrared or radio signals.
 Speech recognition
 Handwriting and keyboard
 Gesture input
 Thumb Typing
 Head Mounted Displays with earpiece
 Only earpiece
A smart shirt is clothing made from smart fabric and
used to allow remote physiological monitoring of
various vital signs of the wearer such as heart rate,
respiration rate, temperature, activity.
A smart watch is a computerized wristwatch with
functionality that is enhanced beyond timekeeping,
and is often comparable to a personal digital
assistant(PDA) device
Smart glasses is a wearable computer with an optical head-
mounted display (OHMD) or computerized internet-connected
glasses with transparent heads-up display or augmented reality
overlay that has the capability of reflecting projected digital
images as well as allowing the user to see through it.
GOOGLE GLASS
• Google Glass take pictures, record videos, track routes
using inbuilt GPS systems, answers whatever we asks,
translates your voice to another language etc.
• Glass also uses many existing Google applications, such
as Google Now, Google Maps, Google+, and Gmail.
• By pairing mobile phone to Glass, Glass acts as a
Bluetooth headset for your phone and you'll be able to
place and receive phone calls/sms through Glass.
Hardware’s used
 Video Display
 Camera
 Speaker
 Touch Pad
 Microphone
Technologies Used
 Wearable computing
 Smart clothing
 Eye Tap technology
Wearable Computing
• Miniature electronic devices that are worn by the bearer
under, with or on top of clothing.
• Developed for general or special purpose information
technologies and media development.
Smart Clothing
• Smart clothing are fabrics that enable digital components
and electronics to be embedded in them.
• Integration of textiles with electronic elements like
microcontrollers, sensors, and actuators.
Eye Tap Technology
• EyeTap is a device that is worn in front of the eye that
acts as a camera to record the scene available to the eye
as well as a display.
• EyeTap intakes the world around it and augments image
the user sees allowing it to overlay computer-generated
data over top of the normal world the user would
perceive.
A new Bluetooth-enabled wearable ring allows users
to check smartphone alerts and manage incoming
calls right from their finger. Users can manage the
settings of the gadget called Smarty Ring from a
mobile app, and can even use the device as a watch,
timer or phone finder.
AIR UMBRELLA
• The Air Umbrella, the concept removes the
plastic top from the umbrella and replaces it
with a wind shield. The design of the Air
Umbrella calls for air to be sucked through the
bottom, then shot out of the top in a pattern
that mimics the standard canopy.
 Behavioral modeling
 Health care monitoring systems
 Military Applications
 Smartphones
 Electronic textiles
 Fashion design
 Gaming
ADVANTAGES
• User friendly, easy to learn
• Computer moves with you
• Patients data easily obtained
• Enhanced Communication
• Able to use wearable computers to complete daily tasks
• Flexibility
• Freedom
• Work from anywhere
• Convenience
DISADVANTAGES
• Can cause irritation in heat, Side-Effects such as Headaches
• Can be used to gain an unfair advantage over others
• It may become easier to get data on an individual if the item
is lost/stolen
• Small display
• Smaller keyboard
• Battery Life - By far, the biggest problem for most wearable
devices is the limited battery life.
FUTURE SCOPE
 Wearable Computers would dominate in the near future.
 Now you can class your mobile phone as a mobile computer as
that can be used take photos, surf internet, and many other
things.
 We believe that all electronic devices will be able to
communicate with each other . And it’s possible by the
wearable technology.
 Wearable Computers would Paved way for a healthy
competition in the business world
CONCLUSION
• wearable technology that use the evolving familiar
technologies that brings the sophistication and ease of
communication and information access even for the
physically challenged class of people those literally could not
use general way of palmtops and mobiles.
REFERENCES
• http://dupress.com/articles/2014-tech-trends-wearables/
• http://www.slideshare.net/PSFK/psfk-future-of-wearable-technology-
report
• www.psfk.com/future-of-wearable-tech
• iq.intel.com/future-of-wearable-tech
• http://www.theguardian.com/technology/gallery/2014/mar/20/london-
wearable-tech-show-2014-pictures
• http://www.crunchwear.com/wearable-tech-festival-fashion-of-the-
future/
• http://ben-grossman.com/google-glass-brands-wearable-technology-
landscape-pt-13
• http://www.businessinsider.com/bii-mobile-insights-is-wearable-
technology-the-future-of-mobile2-2012-11#ixzz2yNNwND67
• http://www.statista.com/statistics/259372/wearable-device-market-
value/
• http://blog.designersofthings.com/post/69693049955/best-wearable-
apps-for-2013-selected-in-wearable
Wearable Tech: A Brief Guide

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Wearable Tech: A Brief Guide

  • 2. • Introduction • History • Architecture • Technologies • Application • Advantages and Disadvantages • Conclusion • References
  • 3. INTRODUCTION  A small portable computer that is designed to be worn on the body.  Wearable technology (also called wearable gadgets) is a category of technology devices that can be worn by a consumer and often include tracking information related to health and fitness.  Other wearable tech gadgets include devices that have small motion sensors to take photos and sync with your mobile devices.  Wearable technology, wearable devices or fashion electronics are clothing and accessories incorporating computer and advanced electronic technologies
  • 4. HISTORY • Idea dates back to the 1960’s . • Early models not feasible because of large, bulky size • 1966 Ivan Sutherland created first head mounted computer • 1977- Vest and Headset developed to aid the blind • 1980’s general purpose wearable computers developed • In 1990’s wearable computing swiftly progressing • Today, computer fibers being woven in clothing fibers
  • 5. Wearable computing implementation Block diagram Wireless Network Input Device Display Device Video Camera Low Power Indicator Power Supply Com port VGA out Framegrabber Networkcard Parallel port Back plane Main Unit
  • 6.  Some wearable computers use “keyers” (key switches mounted to a grip, rather than to a board, as with a keyboard) and trackballs as input device.  Many try to use more intangible means of input like gesture, speech recognition or context awareness.  The output may be presented through displays, lights, sound or even haptic interfaces(touch screen).  Ability to modified reality by using wearable computers. HOW IT WORKS?
  • 7. Human Interface System (Humionics)  Network I/O Devices
  • 8.  The user interface for a wearable computer is fundamentally different to those of the regular computers .  It should satisfy the following criteria:  Shall be constantly available to the user  Shall not require constant user attention.  Shall be able to communicate with the user and the outside world. .
  • 9. There are three kinds of network possible:  Through WAP, or Cellular Digital packet data.  Wired and wireless connections  Through infrared or radio signals.
  • 10.  Speech recognition  Handwriting and keyboard  Gesture input  Thumb Typing
  • 11.  Head Mounted Displays with earpiece  Only earpiece
  • 12.
  • 13. A smart shirt is clothing made from smart fabric and used to allow remote physiological monitoring of various vital signs of the wearer such as heart rate, respiration rate, temperature, activity.
  • 14. A smart watch is a computerized wristwatch with functionality that is enhanced beyond timekeeping, and is often comparable to a personal digital assistant(PDA) device
  • 15. Smart glasses is a wearable computer with an optical head- mounted display (OHMD) or computerized internet-connected glasses with transparent heads-up display or augmented reality overlay that has the capability of reflecting projected digital images as well as allowing the user to see through it.
  • 16. GOOGLE GLASS • Google Glass take pictures, record videos, track routes using inbuilt GPS systems, answers whatever we asks, translates your voice to another language etc. • Glass also uses many existing Google applications, such as Google Now, Google Maps, Google+, and Gmail. • By pairing mobile phone to Glass, Glass acts as a Bluetooth headset for your phone and you'll be able to place and receive phone calls/sms through Glass.
  • 17. Hardware’s used  Video Display  Camera  Speaker  Touch Pad  Microphone
  • 18. Technologies Used  Wearable computing  Smart clothing  Eye Tap technology
  • 19. Wearable Computing • Miniature electronic devices that are worn by the bearer under, with or on top of clothing. • Developed for general or special purpose information technologies and media development.
  • 20. Smart Clothing • Smart clothing are fabrics that enable digital components and electronics to be embedded in them. • Integration of textiles with electronic elements like microcontrollers, sensors, and actuators.
  • 21. Eye Tap Technology • EyeTap is a device that is worn in front of the eye that acts as a camera to record the scene available to the eye as well as a display. • EyeTap intakes the world around it and augments image the user sees allowing it to overlay computer-generated data over top of the normal world the user would perceive.
  • 22. A new Bluetooth-enabled wearable ring allows users to check smartphone alerts and manage incoming calls right from their finger. Users can manage the settings of the gadget called Smarty Ring from a mobile app, and can even use the device as a watch, timer or phone finder.
  • 23. AIR UMBRELLA • The Air Umbrella, the concept removes the plastic top from the umbrella and replaces it with a wind shield. The design of the Air Umbrella calls for air to be sucked through the bottom, then shot out of the top in a pattern that mimics the standard canopy.
  • 24.
  • 25.  Behavioral modeling  Health care monitoring systems  Military Applications  Smartphones  Electronic textiles  Fashion design  Gaming
  • 26. ADVANTAGES • User friendly, easy to learn • Computer moves with you • Patients data easily obtained • Enhanced Communication • Able to use wearable computers to complete daily tasks • Flexibility • Freedom • Work from anywhere • Convenience
  • 27. DISADVANTAGES • Can cause irritation in heat, Side-Effects such as Headaches • Can be used to gain an unfair advantage over others • It may become easier to get data on an individual if the item is lost/stolen • Small display • Smaller keyboard • Battery Life - By far, the biggest problem for most wearable devices is the limited battery life.
  • 28. FUTURE SCOPE  Wearable Computers would dominate in the near future.  Now you can class your mobile phone as a mobile computer as that can be used take photos, surf internet, and many other things.  We believe that all electronic devices will be able to communicate with each other . And it’s possible by the wearable technology.  Wearable Computers would Paved way for a healthy competition in the business world
  • 29. CONCLUSION • wearable technology that use the evolving familiar technologies that brings the sophistication and ease of communication and information access even for the physically challenged class of people those literally could not use general way of palmtops and mobiles.
  • 30. REFERENCES • http://dupress.com/articles/2014-tech-trends-wearables/ • http://www.slideshare.net/PSFK/psfk-future-of-wearable-technology- report • www.psfk.com/future-of-wearable-tech • iq.intel.com/future-of-wearable-tech • http://www.theguardian.com/technology/gallery/2014/mar/20/london- wearable-tech-show-2014-pictures • http://www.crunchwear.com/wearable-tech-festival-fashion-of-the- future/ • http://ben-grossman.com/google-glass-brands-wearable-technology- landscape-pt-13 • http://www.businessinsider.com/bii-mobile-insights-is-wearable- technology-the-future-of-mobile2-2012-11#ixzz2yNNwND67 • http://www.statista.com/statistics/259372/wearable-device-market- value/ • http://blog.designersofthings.com/post/69693049955/best-wearable- apps-for-2013-selected-in-wearable