bstract-wearable computers
As computers move from the desktop, to the palm top, and onto our bodies and into our everyday lives, infinite opportunities arise to realize applications that have never before been possible.To date, personal computers have not lived up to their name. Most machines sit on a desk and interact with their owners only a small fraction of the day. A person's computer should be worn, much as eyeglasses or clothing are worn, and interact with the user based on the context of the situation. With the current accessibility of wireless local area networks, and the host of other context sensing and communication tools available, coupled with the current scale of miniaturization, it is becoming clear that the computer should act as an intelligent assistant, whether it be through a remembrance agent, augmented reality, or intellectual collectives. It is also important that a computer be small, such as something we could slip into our pocket, or even better wear like a piece of clothing. It is rapidly becoming apparent that the next technological leap is to integrate the computer and the user in a non-invasive manner, this leap will bring us into the fascinating world of Wearable Computers.
wearable computers PDF1 wearable computers PDF 2 wearable computers PDF 3
wearable computers pdf 4
wearable computers ppt1 wearable computers PPT2 wearable computers PPT 3
Referral link:
http://www.pcworld.com/article/237238/computers_that_you_can_wear.html
http://en.wikipedia.org/wiki/Wearable_computerhttp://singularityhub.com/2012/09/13/2013-the-dawn-of-wearable-computing/
'Wearable Computers' Seminar Report
Computer technology has played an important role in businesses throughout the years. There has been active development of increasingly portable computer hardware. The development originated with desktop and laptop units and is becoming increasingly apparent in palmtop, handheld and now wearable computers.
Sometimes the location of a desktop or laptop computer is inconvenient or inefficient. When accurate information is not available in a timely manner, production decreases. This is a problem for many businesses throughout the world. With rising costs and demand for increased efficiency, wearable computers give personnel real-time access to critical information (Anonymous, S21).
The wearable computer provides the ultimate in network access-- hands-free, heads-up operation with complete mobility and ample computing power. Now personnel can connect to enterprise information systems without interrupting their work. With the convenience of voice activation and head-mounted or touchscreen display options, they can meet their ever-broadening responsibilities, supported by immediate access to on-line manuals, catalogs, parts lists, drawings, supplier information, work forms and more (Xybernaut).
Whether on-site, in transit or at home, wearables could enable users to maintain communication with company computers through direct connection or Internet. The device brings forth a whole new concept in mobile computing, offering the ultimate in PC portability. Much like conventional hand held and palmtop computers, wearables can upload and download data and software from various systems to desktop PCs.
The next stage in computer miniaturization and productivity has arrived. With wearable computers, workers on the front lines of industrial facilities or in the midst of non-stop tasks can have the full functionality and connectivity of workers sitting at a desktop PC. But not all wearable computers are equal. Not all deliver the features and performance capabilities needed to bring computer productivity to the field. The purpose of this paper is to discuss many aspects of wearable computers and their impact in the conduction of business.
Wearable computers are becoming a popular solution to the information inefficiency problem. There are many opinions of the definition of a wearable computer. "A computer is wearable when the CPU and battery pack are small enough to be carried on a belt or in a pouch" (Stevens, 2). The MIT web page defines a wearable computer as, " . . . a computer that is always with you, is comfortable and easy to keep and use, and is as unobtrusive as clothing." However, MIT gives a more specific definition of wearable computers. The following characteristics were taken directly from their web site (MIT, 1):
Written By: David J. Hill
Posted: 09/13/12 7:46 AM
Whether you wear these headgear in the comfort of your living room or as you walk around in daily life, during your leisure time or at all times, or for work or play, the inescapable truth is that computers are taking the next logical step in their evolution from big chunky boxes to smaller wearable forms, which will open up new ways to be productive, social, and entertained. This window into connected life will take either of two forms: augmented reality, in which a digital interface is blended with the physical world, or virtual reality, where complete immersion in a synthetic world is achieved.
The key development in 2013 will be computers molded to human anatomy (finally!).
During the time that IBM introduced personal computers into the mainstream three decades ago, the concept of wearable computers emerged, primarily due to the 1983 film Brainstorm that featured a massive helmet device capable of capturing video and recording human sensations. Then in the 1990s, the functionality of PCs was expanded as they became even more connected through the Internet and the promise of greater mobility loomed with high-end notebooks (laptops) hitting the market.
But three things kept most computers firmly planted on desktops everywhere: the dependency on the electrical grid for power, the need for Ethernet cables to network, and a clunky form factor that has changed little since the first PCs.
Today, battery technology allows computers increasingly longer periods of time away from the grid. WiFi and other wireless technologies have effectively cut the Ethernet umbilicus allowing mobile computing to become widespread. But advances in electronics and miniaturization have yet to free computers from their recognizable rectangular forms. Even smartphones mimic the black brick forms of their monolithic-like predecessors.
It’s time for computers to integrate with biology, and there’s no better place to start than with the eyes.
That’s exactly what Google has in mind. The April announcement for Project Glass last April was paradigm shifting in that it promised a connected anytime, anywhere minimalistic device that seemed to integrate easily into life and yet wasn’t a smartphone. The Glass conceptual video that was released showed how functionalities of smartphones and web browsers could potentially be merged into an augmented reality user experience that was nonintrusive, fluid, and powerful. With this video, Google demonstrated its post-PC vision is one in which a computer serves as your wingman, allowing you to take center stage but ready to assist.
Since the initial unveiling, Glass prototypes have been donned by Google co-founders Sergei Brin and Larry Page, Google employees, and even models at a fashion show. Brin told Bloomberg that developer versions of the device called Explorer Editions would be out in early 2013 and “within a year after that I want to have broad consumer offering.” Now it could be that Google Glass won’t hit shelves until 2014, but you can guarantee that every sighting and news tip about the headset will be all over the media next year as developers talk about their experiences and what they hope to host on the device.
But Google doesn’t have a corner on augmented reality. In fact, a number of Glass-like eyewear projects have shown up — some on crowdfunding sites and others from talented DIY enthusiasts — having more limited functionality, at least in the prototype stage. For instance, the startup Vergence Labs turned to crowdfunding sites Kickstarter, and later Indiegogo, to develop its social video sharing sunglasses, which allow a user to take photos or stream from first-person point of view. The project was successfully funded, overcoming a negative association with the bandit-like ZionEyez project (that raised $344,000 on Kickstarter in July of 2011 then disappeared). A few months back, a UK developer hacked the commercially available Vuzix video eyewear (letting you watch movies on sunglasses) to make a real-time language translator that shows translations of a foreign language as captions to the viewer.
Whether any of these specific projects become legitimate contenders to Google’s Android-based device remains to be seen, but there’s no doubt that many parties are looking at these glasses as the form factor that just might replace the mobile phone.
While these eyewear prototypes focus on augmenting vision with computers, others are looking at bringing full displays right before your eyes to deliver virtual reality goggles. This summer, a startup named Oculus ran an incredibly successful Kickstarter campaign for its Rift goggles. Bringing in nearly 10 times the requested funds and acquiring 9,522 backers, the total amount raised totaled $2.4 million. But unlike other crowdfunding campaigns aimed at getting gadgets directly to customers (like the Ouya console), the Rift project was aimed at getting prototype kits into the hands of developers and attracting them by garnering the support of some game industry heavyweights. In the end, nearly 75 percent of backers were slated to receive the dev kits, which means that integration into games and other software can be offered when the consumer version of the goggles go live.
Here was the Kickstarter pitch for the Rift goggles:
In an interesting development, Valve developer Michael Abrash and its president, Gabe Newell, throw in their support for the Rift goggles in the video. Last spring, only a few weeks after the announcement from Google Glass was released, Abrash put up a blog post stating that Valve itself would be venturing into hardware for augmented/virtual reality. In fact, Abrash called this project “wearable computing,” coining the phrase, and leading the game developer on yet another one of its recent nontraditional directions. Abrash recently told The New York Times that “credible augmented-reality games could be three to five years away” after virtual reality glasses hit the scene. Though Valve may not ultimately manufacture any headgear in the end, the game developer has expressed a commitment to share what it learns openly with companies interested in developing devices, according to the article.
The initial focus on gaming makes sense for virtual reality hardware. After all, gamers are eager for technology that creates better immersion, whether it’s needed for fast reaction time or deep connection to characters in a story. Virtual reality goggles may get honed in the gaming space, but the technology will expand into other areas as developers better understand how it can be utilized, just as Second Life has demonstrated how virtual worlds can be about more than just games. Ultimately, a headset that could allow the transition from regular eyewear into augmented reality and finally into full blown virtual worlds would provide the kind of all-in-one device that has made smartphones popular.
Next year is shaping up to be all about headsets, but developers are looking into other ways to make computers wearable. A recently issued patent uncovered Google’s efforts to create a computer that would be a Minority Report-like Smart Glove. Another big player, Microsoft, is exploring a “wearable multitouch projector“, a device (possibly glasses or something else) that projects the screen outward, turning any surface into a touch interface. These developments are taking place even as organic LEDs, long considered to be ideal for embedding displays into clothing, become cheaper.
With so many developers, entrepreneurs, and hackers pushing into wearable computing, our relationship with technology is poised to change and change quickly. Once computers migrate from being next to us to being worn on us, how long before they become a part of us?
Regardless of the augmented/virtual-reality hardware and software that ultimately rises to become the next standard by which all other devices are measured, wearable computers are destined to carve out for themselves some part of your field of vision. Let’s face it — we’re being assimilated into a cybernetic relationship with computer technology, and though we may hold out, ultimately resistance is futile.
As computers move from the desktop, to the palm top, and onto our bodies and into our everyday lives, infinite opportunities arise to realize applications that have never before been possible.To date, personal computers have not lived up to their name. Most machines sit on a desk and interact with their owners only a small fraction of the day. A person's computer should be worn, much as eyeglasses or clothing are worn, and interact with the user based on the context of the situation. With the current accessibility of wireless local area networks, and the host of other context sensing and communication tools available, coupled with the current scale of miniaturization, it is becoming clear that the computer should act as an intelligent assistant, whether it be through a remembrance agent, augmented reality, or intellectual collectives. It is also important that a computer be small, such as something we could slip into our pocket, or even better wear like a piece of clothing. It is rapidly becoming apparent that the next technological leap is to integrate the computer and the user in a non-invasive manner, this leap will bring us into the fascinating world of Wearable Computers.
wearable computers PDF1 wearable computers PDF 2 wearable computers PDF 3
wearable computers pdf 4
wearable computers ppt1 wearable computers PPT2 wearable computers PPT 3
Referral link:
http://www.pcworld.com/article/237238/computers_that_you_can_wear.html
http://en.wikipedia.org/wiki/Wearable_computerhttp://singularityhub.com/2012/09/13/2013-the-dawn-of-wearable-computing/
'Wearable Computers' Seminar Report
INTRODUCTION
Computer technology has played an important role in businesses throughout the years. There has been active development of increasingly portable computer hardware. The development originated with desktop and laptop units and is becoming increasingly apparent in palmtop, handheld and now wearable computers.
Sometimes the location of a desktop or laptop computer is inconvenient or inefficient. When accurate information is not available in a timely manner, production decreases. This is a problem for many businesses throughout the world. With rising costs and demand for increased efficiency, wearable computers give personnel real-time access to critical information (Anonymous, S21).
The wearable computer provides the ultimate in network access-- hands-free, heads-up operation with complete mobility and ample computing power. Now personnel can connect to enterprise information systems without interrupting their work. With the convenience of voice activation and head-mounted or touchscreen display options, they can meet their ever-broadening responsibilities, supported by immediate access to on-line manuals, catalogs, parts lists, drawings, supplier information, work forms and more (Xybernaut).
Whether on-site, in transit or at home, wearables could enable users to maintain communication with company computers through direct connection or Internet. The device brings forth a whole new concept in mobile computing, offering the ultimate in PC portability. Much like conventional hand held and palmtop computers, wearables can upload and download data and software from various systems to desktop PCs.
The next stage in computer miniaturization and productivity has arrived. With wearable computers, workers on the front lines of industrial facilities or in the midst of non-stop tasks can have the full functionality and connectivity of workers sitting at a desktop PC. But not all wearable computers are equal. Not all deliver the features and performance capabilities needed to bring computer productivity to the field. The purpose of this paper is to discuss many aspects of wearable computers and their impact in the conduction of business.
LITERATURE REVIEW
Definition
Wearable computers are becoming a popular solution to the information inefficiency problem. There are many opinions of the definition of a wearable computer. "A computer is wearable when the CPU and battery pack are small enough to be carried on a belt or in a pouch" (Stevens, 2). The MIT web page defines a wearable computer as, " . . . a computer that is always with you, is comfortable and easy to keep and use, and is as unobtrusive as clothing." However, MIT gives a more specific definition of wearable computers. The following characteristics were taken directly from their web site (MIT, 1):
- Portable while operational: The most distinguishing feature of a wearable is that it can be used while walking or otherwise moving around. This distinguishes wearables from both desktop and laptop computers.
- Hands-free use: Military and industrial applications for wearables especially emphasize their hands-free aspect, and concentrate on speech input and heads-up display or voice output. Other wearables might also use chording keyboards, dials, and joysticks to minimize the tying up of a user's hands.
- Sensors: In addition to user inputs, a wearable should have sensors for the physical environment. Such sensors might include wireless communications, cameras, or microphones.
- "Attention-getting": A wearable should be able to convey information to its user even when not actively being used. For example, if your computer wants to let you know you have new e-mail and whom it is from, it should be able to communicate this information to you immediately.
- Always on: By default a wearable is always on and working, sensing, and acting. This is opposed to the normal use of pen-based "Personal Digital Assistants," which normally sit in one's pocket and are only woken up when a task needs to be done.
Written By: David J. Hill
Posted: 09/13/12 7:46 AM
2013 — The Dawn Of Wearable Computing?
Sooner rather than later you’ll have a computer attached to your face, and for some, it’ll happen as early as next year. Why? Because the era of wearable computing is dawning as startups and established tech companies focus their efforts on designing eyewear that converges the digital and real worlds right before your eyes.Whether you wear these headgear in the comfort of your living room or as you walk around in daily life, during your leisure time or at all times, or for work or play, the inescapable truth is that computers are taking the next logical step in their evolution from big chunky boxes to smaller wearable forms, which will open up new ways to be productive, social, and entertained. This window into connected life will take either of two forms: augmented reality, in which a digital interface is blended with the physical world, or virtual reality, where complete immersion in a synthetic world is achieved.
The key development in 2013 will be computers molded to human anatomy (finally!).
During the time that IBM introduced personal computers into the mainstream three decades ago, the concept of wearable computers emerged, primarily due to the 1983 film Brainstorm that featured a massive helmet device capable of capturing video and recording human sensations. Then in the 1990s, the functionality of PCs was expanded as they became even more connected through the Internet and the promise of greater mobility loomed with high-end notebooks (laptops) hitting the market.
But three things kept most computers firmly planted on desktops everywhere: the dependency on the electrical grid for power, the need for Ethernet cables to network, and a clunky form factor that has changed little since the first PCs.
Today, battery technology allows computers increasingly longer periods of time away from the grid. WiFi and other wireless technologies have effectively cut the Ethernet umbilicus allowing mobile computing to become widespread. But advances in electronics and miniaturization have yet to free computers from their recognizable rectangular forms. Even smartphones mimic the black brick forms of their monolithic-like predecessors.
It’s time for computers to integrate with biology, and there’s no better place to start than with the eyes.
That’s exactly what Google has in mind. The April announcement for Project Glass last April was paradigm shifting in that it promised a connected anytime, anywhere minimalistic device that seemed to integrate easily into life and yet wasn’t a smartphone. The Glass conceptual video that was released showed how functionalities of smartphones and web browsers could potentially be merged into an augmented reality user experience that was nonintrusive, fluid, and powerful. With this video, Google demonstrated its post-PC vision is one in which a computer serves as your wingman, allowing you to take center stage but ready to assist.
Since the initial unveiling, Glass prototypes have been donned by Google co-founders Sergei Brin and Larry Page, Google employees, and even models at a fashion show. Brin told Bloomberg that developer versions of the device called Explorer Editions would be out in early 2013 and “within a year after that I want to have broad consumer offering.” Now it could be that Google Glass won’t hit shelves until 2014, but you can guarantee that every sighting and news tip about the headset will be all over the media next year as developers talk about their experiences and what they hope to host on the device.
But Google doesn’t have a corner on augmented reality. In fact, a number of Glass-like eyewear projects have shown up — some on crowdfunding sites and others from talented DIY enthusiasts — having more limited functionality, at least in the prototype stage. For instance, the startup Vergence Labs turned to crowdfunding sites Kickstarter, and later Indiegogo, to develop its social video sharing sunglasses, which allow a user to take photos or stream from first-person point of view. The project was successfully funded, overcoming a negative association with the bandit-like ZionEyez project (that raised $344,000 on Kickstarter in July of 2011 then disappeared). A few months back, a UK developer hacked the commercially available Vuzix video eyewear (letting you watch movies on sunglasses) to make a real-time language translator that shows translations of a foreign language as captions to the viewer.
Whether any of these specific projects become legitimate contenders to Google’s Android-based device remains to be seen, but there’s no doubt that many parties are looking at these glasses as the form factor that just might replace the mobile phone.
While these eyewear prototypes focus on augmenting vision with computers, others are looking at bringing full displays right before your eyes to deliver virtual reality goggles. This summer, a startup named Oculus ran an incredibly successful Kickstarter campaign for its Rift goggles. Bringing in nearly 10 times the requested funds and acquiring 9,522 backers, the total amount raised totaled $2.4 million. But unlike other crowdfunding campaigns aimed at getting gadgets directly to customers (like the Ouya console), the Rift project was aimed at getting prototype kits into the hands of developers and attracting them by garnering the support of some game industry heavyweights. In the end, nearly 75 percent of backers were slated to receive the dev kits, which means that integration into games and other software can be offered when the consumer version of the goggles go live.
Here was the Kickstarter pitch for the Rift goggles:
In an interesting development, Valve developer Michael Abrash and its president, Gabe Newell, throw in their support for the Rift goggles in the video. Last spring, only a few weeks after the announcement from Google Glass was released, Abrash put up a blog post stating that Valve itself would be venturing into hardware for augmented/virtual reality. In fact, Abrash called this project “wearable computing,” coining the phrase, and leading the game developer on yet another one of its recent nontraditional directions. Abrash recently told The New York Times that “credible augmented-reality games could be three to five years away” after virtual reality glasses hit the scene. Though Valve may not ultimately manufacture any headgear in the end, the game developer has expressed a commitment to share what it learns openly with companies interested in developing devices, according to the article.
The initial focus on gaming makes sense for virtual reality hardware. After all, gamers are eager for technology that creates better immersion, whether it’s needed for fast reaction time or deep connection to characters in a story. Virtual reality goggles may get honed in the gaming space, but the technology will expand into other areas as developers better understand how it can be utilized, just as Second Life has demonstrated how virtual worlds can be about more than just games. Ultimately, a headset that could allow the transition from regular eyewear into augmented reality and finally into full blown virtual worlds would provide the kind of all-in-one device that has made smartphones popular.
Next year is shaping up to be all about headsets, but developers are looking into other ways to make computers wearable. A recently issued patent uncovered Google’s efforts to create a computer that would be a Minority Report-like Smart Glove. Another big player, Microsoft, is exploring a “wearable multitouch projector“, a device (possibly glasses or something else) that projects the screen outward, turning any surface into a touch interface. These developments are taking place even as organic LEDs, long considered to be ideal for embedding displays into clothing, become cheaper.
With so many developers, entrepreneurs, and hackers pushing into wearable computing, our relationship with technology is poised to change and change quickly. Once computers migrate from being next to us to being worn on us, how long before they become a part of us?
Regardless of the augmented/virtual-reality hardware and software that ultimately rises to become the next standard by which all other devices are measured, wearable computers are destined to carve out for themselves some part of your field of vision. Let’s face it — we’re being assimilated into a cybernetic relationship with computer technology, and though we may hold out, ultimately resistance is futile.
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