A Study on Wearable Computing
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Transcript A Study on Wearable Computing
A Study on
Wearable Computing
Kunal Ganguly
CS898A – Mobile / Wireless Communications
1
What is Wearable Computing (WC)?
Technology which allows for the human and
computer to interact, process data, and perform
tasks as one unit.
The concept of wearable computers attempts to
bridge the “interaction gap” between the computer
and a human.
Wearable computing promotes devices that should
be as natural to the user as wearing sunglasses or
clothes.
2/18
What is a Wearable Computer?
A computer that is subsumed into the personal
space of the user
Controlled by the user, and always with the user – it
is always on and always accessible (operational
and interactional consistency)
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Definition of a Wearable Computer
A wearable computer offers all the features
of a regular computing system, but is also
inextricably intertwined with the wearer.
4/18
Human-Computer Feedback Loop
Operational Flow
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Fundamentals of
Wearable Computing
Humanistic Intelligence (HI)
Human-Computer Interaction (HCI)
Mediated Reality
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Humanistic Intelligence (HI)
HI is the intelligence that arises when a human is
part of the feedback loop of a computational
process in which the human and computer are
linked. This symbiosis creates a far more
powerful entity than the individual parts.
7/18
Human-Computer Interaction (HCI)
HCI typically treats the human and computer as 2
separate entities.
WC extends the HCI concept where the computer
can be regarded as a second brain, with it’s sensory
modalities and additional senses adding to the
wearer’s (paradigm shift).
The idea is to move the tools of augmented
intelligence and communication directly onto the
human body.
8/18
Mediated Reality
It is possible for the wearable computer to change
the reality that the user is experiencing (based on
user preferences) by altering sensory data.
Examples
Giving directions to a location by highlighting the path in
the user’s vision
Filtering out background noises
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Goal of Wearable Computing
Rather than attempting to
emulate human
intelligence, the main goal
of the wearable computing
paradigm is to produce a
symbiotic relationship
between the human and
computer. The computer
simply performs tasks at
which it is much better and
faster at doing.
Click for Movie
10/18
The Wireless Aspect
Wireless communication is an integral part of
WC. Present-day WC’s use standardized
communications such as:
802.11x
Bluetooth
Infra-red
11/18
The Hardware Aspect
Ruggedized chassis
Small size and light-weight
A WC’s function is decided by where on the body
it is worn, however, head-mounted are the most
common
Multiple standard connectors, such as USB
Innovative power use
Innovative design of components
12/18
The Software Aspect
Common Operating Systems:
Windows
Linux (popular)
MS-DOS
GUIs are typically minimal
Installed applications depend on the function of
the device
Use of Agents is mandatory, not optional (such as
remembrance agent, context-aware agent, etc)
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Devices in the Market
Mobile Assistant V (MA V)
OS - Windows
Connects to a variety of
display and input types
including bundled wrist-worn
full keyboard
Integrated speech
recognition, wireless and
wired connectivity
Market: Mobile workers
(doctors, salespeople,
construction, etc) and
students
14/18
Devices in the Market
ServicePoint Server
OS – Windows/Linux
(RedHat Professional)
All features of the MA V
Can function as an Access
Point
Enhanced Magnesium-alloy
shell
Powered by Lithium-Ion
batteries
15/18
Devices in the Market and under
research
Sprout
Spot
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Conclusion
The convergence of communication,
computation, and wirelessness is inevitable. A
single device will replace all separate informatic
items we carry and use on a daily basis.
Major obstacles: power, cooling, processing
power, & lightweight components.
WC remains the bastion of academia, but
companies are slowly catching on.
17/18
Q&A
18/18