wearable computers full report
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ABSTRACT
With computing devices becoming smaller and smaller it is now possible for an individual to don such a device like a hat or jacket. It is clear that these technology will enable us to extent the desktop resources (including memory computation and communication) to anywhere in travel. Also this constant access, augmented by a battery of body mounted sensors will enable a computer to be sensitive to the activities in which we are engaged and thus allow the computer to participate in an active manner as we perform our tasks. This area includes computer science, computer engineering and psychology.
INTRODUCTION
Other than being a portable computer, a wearable computer must be an adaptive system with an independent processor. That is the system must adapt to the whims and fancies of the user instead of the user having to adapt his lifestyle for the system. The system must provide seamless information transfer whenever the user requires it.
HISTORY
The concept of wearable computing was first brought forward by Steve Mann, who, with his invention of the 'Wear Comp' in 1979 created a pioneering effort in wearable computing. Although the effort was great, one of the major disadvantages was the fact that it was nothing more than a miniature PC. Absence of lightweight, rugged and fast processors and display devices was another drawback.
The 1980s brought forward the development of the consumer camcorder, miniature CRTs etc. brought forward the development of the multimedia computer. With the advent of the internet and wireless networking technologies, wearable devices have developed a great deal.
After its invention wearables have gone through 18 generations of development, with research going on at prestigious institutions like MIT, Georgia Tech and Carnegie Mellon University.
The devices to be introduced represent the new frontiers in the development of wearable technology. They are:
1. Nomad - Wearable Audio Computing
2. DyPERS - Dynamic Personal Enhanced Reality System
3. Wearable Cinema
3. NOMAD - WEARABLE AUDIO COMPUTING
The Nomadic Radio provides an audio only wearable interface and acts as a unified messaging system. Remote information such as email, voicemail, hourly news broadcasts, reminders, traffic reports etc are automatically downloaded and presented to the user in a seamless manner. The presentation is such that it produces minimum disturbance to the user.
Objective
In the present day, when unlimited information is made available to the user through various media, it is found increasingly that the user suffers from information overload. That is, unwanted information is being provided to the user and this causes less stress being placed on the required information. E.g. Spam mails in our inbox. Moreover the user is not able to access the information at all times.
Pagers and Cellular phones provide mobility to a large extent, but the information that can be transmitted through a pager is very limited and cellular phone services are expensive as all the data processing is done by the telephony servers rather than by the phone itself.
The Nomad filters information and provides adaptive notification, messaging and communication services on a wearable device. The system determines the method of presentation of the information based on the time of the day, physical position, scheduled tasks, message content, and level of interruption and acoustics of the environment. The user's long term listening patterns will also be taken into consideration.

Nomadic Radio: wearable audio messaging

Voice Recognition for Navigation and Control
Synthetic Speech for Feedback


Nomadic Radio is developed as a unified messaging system which utilizes speech synthesis and recognition on a wearable audio platform. The system mainly works on a client server model. A combination of speech and button inputs allow the user unlimited access to the information he wants. Text messages such as email; reminders etc are converted to voice using a synthesizer. Users can select from the various categories of information available, browse the messages and save or delete from the server. As the system gains location awareness, a scenario is envisaged where the information is presented depending on the location of the user.
Design of the Wearable Platform
Audio output must be provided such that it causes minimum hindrance and maximum privacy to the user. Headphones cannot be used as it would be a nuisance for obvious reasons. Thus speakers worn on the body were developed.
The Soundbeam Neckset worn around the neck consists of two directional speakers provided on the user's shoulders and a directional microphone placed on the user's chest. A button is provided to activate speech recognition. Spatialized audio is provided in the neckset.
Network Architecture

The nomadic radio consists of a client server model and works over a wireless LAN. The Neck set is connected to a Pentium based portable processor connected to the waist. The web servers download information such as: emails and voicemails from the user's mailbox, reminders, hourly news broadcasts, and weather and traffic reports. The web server filters the information and removes unwanted information. The user, when notified can download the information from the web server to the radio and listen to it in the required format. The network also consists if a position server whereby the position of the user can be determined.

Working with the Device
The information must be provided to the user in such a manner that it causes minimum disturbance to the user. One of the methods used by the Nomad is to broadcast the news, reports etc in the background. The Audio streamer device checks for Head Related Transfer Functions (HRTF), i.e. whether the user is straining his head to listen to the news. If so, the volume of the broadcast is increased. Spatial zed listening is provided for the voicemails and emails, which arrive at different times of the day.
The device mainly works in 3 modes of operation: 1) Broadcasting
In this mode, messages are broadcast to the user at low tones, in the background. If the user pays attention to the message (by button press or HRTF), the message is brought to the foreground, else it is faded away.
2) Browsing
In this mode the user selects the category and plays back the messages sequentially. When a required message is received, the user can stop the device and listen to the message in the foreground.
3) Scanning
In this mode, certain portions of the message are played sequentially each message coming to the foreground for sometime and then fading out as the new message enters the foreground. The user selects the message as it comes to the foreground.
AWARENESS & COMMUNICATION
The Nomad allows the user to be aware of the location of other users and determine their location using the position sensor. The user can also chat with other users from a remote location using the Nomad network.

Wearable Computers
4. DyPERS
Introduction
As computation becomes faster and easier, human capabilities like daily scheduling like planning, scheduling etc can be performed by personal digital assistants (PDAs). But transfer of this information from the real world to the PDAs requires tremendous effort from the user. Thus this transfer of information must be provided in a natural seamless manner. For this we use DyPERS - Dynamic Personal Enhanced Reality System.
The device acts as an audio-visual memory assistant which reminds the user at appropriate times using perceptual cues. The DyPERS stores relevant information from what the user sees using a portable camera. This audio visual clip is stored along with the required index in the memory of the system. Whenever the device encounters the device again in its field of vision, the system plays back the clip.
Audio-Visual Associative Memory System
The main principle of operation of DyPERS is called Record & Associate. In this system, the user records relevant video clips using the camera mounted on the line of sight of the user. After recording he associates the recorded clip to an object which acts as the index to the clip. The device then scans for the indexed image and if it 'sees' a similar object, it is sent to the processor, which compares it with the original index and returns a 'confidence level'. If the confidence level is above a certain threshold level, the video clip is played back by the system.

Working
The audio-visual recording module accumulates buffers containing audio-visual data. These circular buffers contain the past 2 seconds of compressed audio and video. Whenever the user decides to record the current interaction, the system stores the data until the user signals the recording to stop. The user moves his head mounted video camera and microphone to specifically target and shoot the footage required. Thus, an audio-video clip is formed. After recording such a clip, the user selects the object that should trigger the clip's playback. This is done by directing the camera towards an object of interest and triggering the unit (i.e. pressing a button). The system then instructs the vision module to add the captured image to its database of objects and associate the object's label to the most recently recorded Audio/Video clip. The user can select from a record button, an associate button and a garbage button. The record button stores the A/V sequence. The associate button merely makes a connection between the currently viewed visual object and the previously recorded sequence. The garbage button associates the current visual object with a NULL sequence indicating that it should not trigger any play back. This helps resolve errors or ambiguities in the vision system.
Whenever the user is not recording, the system continuously scans its field of view to check whether any of the objects in its database are present. If so the video clip is played back as instructed. The recording, association and retrieval are presented in a continuous manner.
Object Recognition System
In order to recognize an object, multidimensional histograms of the object image are taken and is compared with the histograms of the images in the database of the system. Similar histograms were considered as a positive recognition. In order to test whether such a system would work, an experiment was conducted in which 103 similar objects were scanned at different image plane rotations and views points.
Hardware
At present, data transmission is via wireless radio communications, which makes mobility of the user, limited. In the future better data transmission methods could be evolved.
The main components of the DyPERS system are shown:

The HUD is a Sony Glasstron display with semi-transparent display and headphones. A video camera with wide eye lens is used to increase field of vision and is mounted near the user's forehead to remain in the line of sight. The A/V data captured by the camera is transmitted using a wireless radio transmitter to a workstation. Here the captured video is split into image clips and compared to various images in its database. The required data is then transmitted back to the user. The clips are then displayed on the Glasstron HUD. Two A/V channels are used at all times to transfer data bidirectionally.
Applications
The applications of such a device are tremendous. Some of them are:
* Daily scheduling can be stored easily and associated with a personal trigger object.
* An important conversation can be recorded and associated with the person's visiting card.
* Online instructions could be provided for an assembly task.
* The device could be used for crime prevention by recognizing the criminal by comparing with earlier records.

5. WEARABLE CINEMA
Introduction
Application in Museum Environment:
Over many years, the concept of interactive cinema has been experimented with, without much success. With the advent of wearable computing, this concept might be a reality. Researchers sat the MIT Media Lab have developed a new way whereby interactive cinema can be displayed to the wearer, using visual cues from the environment.
The experimentation was performed in a museum environment. Interactive documentaries and explanations on each exhibit had to be shown to the visitor to give him an enhanced experience. The introductory presentation must not divert the viewer's attention away from the exhibit. The wearable cinema offers to fuse together the documentary and the visitor's path in the exhibit using a wearable computer.
A variety of historical footage is collected and authored an interactive presentation for a wearable computer using a Wearable City 3D graphics presentation to situate the user in the space. The audiovisual presentation of the footage and its description are authored using Macromedia's Flash authoring environment. A perceptive media modeling of the content unfolds the wearable cinema as the visitor walks around the space, and the camera attached to the wearable recognizes its presence in specific locations or relevant objects.
The Wearable Cinema system allows recording small chunks of video and associates them with triggering objects. When the objects are seen again at a later moment, the video is played back. Wearable Cinema is not a

simulation running on a desktop computer connected to a head mounted display. It actually runs on a wearable, which was especially designed for it, and the computer vision runs in real time on the wearable CPU.

The main distinctive characteristic of this setup is that it uses real time computer vision as input for easier and faster location finding. The system uses DyPERS technology to recognize objects in its field of vision. A quick training on the locations or objects to recognize is the only setup needed for the computer vision system at start. The wearable is made by two sandwiched CPUs. One is dedicated to processing the input and the other to produce the output shown on the wearable display. These two very thin and lightweight computers are hosted inside a stylized backpack. The wearable is connected to a small wide-angle camera worn on the user's shoulder, and to a high resolution SVGA display.
Working
Once the training is over, the system is ready to be used. Initially the first CPU and camera is used to recognize the object. As the viewer comes near an exhibit, the image of the exhibit is captured by the camera and its histogram is compared with the indexes in its database. Once the information has been obtained, the CPU gives the contacts the next system which stores all the documentaries. The required documentary is selected and played back on an augmented reality display to enhance the viewer experience.
6. CONCLUSION
Wearable Computer has come a long way from the days of the WearComp. Extensive research and development work at various centers have ensured that these wonderful devices will change our lives dramatically in the near future. Several commercial vendors have started manufacturing and marketing these devices.
The earlier devices were quite obtrusive and often made the wearer ill at ease, but recently, such devices have been gaining social acceptance. This is attributed partly to miniaturization and partly to dramatic changes in people's attitude to personal electronics. This factor will soon disappear as the apparatus disappears into ordinary clothing and eyeglasses. Clothing based computing with personal imaging will blur all boundaries between seeing and viewing and between remembering and recording. Rather than living within our own personal information domain, networking will enlarge our scope through shared visual memory which enables us to "remember "something we have never seen.
With computers as close as shirts on our backs, interaction will become more natural. This will improve the ability to do traditional computing whiling standing or walking. By letting computing system function as a second brain, the system could develop situational awareness, perceptual intelligence and an ability to see from the wearer's perspective while assisting him in his day to day activities.
Within the next few years, we con expect entirely new modes of human - computer interaction to arise. Wearable Computers will help in the development of a cyborg - a system in which the camaraderie between a human and machine becomes seamlessly simple. This will bring forward a new set of technical, scientific and social needs which will have to be addressed as we take the first step towards coexisting with wearable computers.
7. REFERENCES
Recognizing User Context via Wearable Sensors by Brian Clarkson, Alex Pentland, Kenji Mase
Issues in Wearable Computing for Medical Monitoring Applications: A Case Study of a Wearable ECG Monitoring Device by Thomas Martin, Emil Jovanov, Dejan Raskovic
IEEE Spectrum - Octrober 2000/ volume 37/ number 20 - The PC goes ready to wear, by Steve Ditlea
Websites:
MIT - media lab:
http://media.mit.edu/wearables
http://web.media.mit.edu/~nitin/NomadicRadio/
http://lcs.media.mit.edu/projects/wearables
http://web.media.mit.edu/~jebara/htmlpap...darpa.html
http://vismod.media.mit.edu/tech-reports/
Georgia Tech University
http://iswc.gatech.edu http://wearables.gatech.edu
http://mimel.marc.gatech.edu/wearable_co...ks/papers/ Others:
http://wearablecomputing http://wearpcinfobase/infobase.html http://cs.uoregon.edu/research/wearables/Oregon/ http: //wearables. Stanford. edu/


1. INTRODUCTION
2. HISTORY
3. NOMAD
4. DyPERS
5. WEARABLE CINEMA
6. CONCLUSION
7. REFERENCES
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RE: wearable computers full report - by project report tiger - 12-02-2010, 11:55 AM

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