wearable computers full report
#4
[attachment=3073]
POINTS TO BE DISCUSSED
INTRODUCTION
OPERATIONAL MODES
XYBERNAUT
NETWORKING AND OPERATING SYSTEM
COMPONENT PIECES
OUTLOOK
AGENTS
RECOGNISING EFFECT
APPLICATIONS
FUTURE RESEARCH
CONCLUSION
INTRODUCTION
A wearable computer is a small portable computer that is designed to be worn on the body during use.
Wearable computers are usually either integrated into the user's clothing or can be attached to the body
through some other means , like a wristband.
The computer evolution has moved from mainframes, to the desktop, and now the computing power is moving onto the
person.
The user actually "wearing" the computer, s/he can utilize the power and functionality virtually anywhere in
their environment.
This technology is developing and changing rapidly primarily due to vast changes in computer speed,
wireless technology and miniaturization of components.

Operational Modes of Wearable Computer
Constancy

Augmentation

Mediation
Xybernaut: A Current Commercially Available Wearable System
Networking and Operating System
The goal of wearable/interactive computers is to network all components through one operating
system.
There are two competing operating systems, Sun Microsystems Jini and Microsoft Windows
CE ("Compact Edition").
Sun apparently sees all appliances /components networked through Java/Jini interface,
while MS seems to be taking the more traditional personal computer interface approach in
connecting appliances to the network.
Far Field and Near field Communication.
Camera
One Handed Keyboard
Custom clothing
Monitor
Input device
HANDTYPING
WrIST DEVICE
FINGER MOUSE
Positioning System

Battery Power
PC-104 based 50 MHz 486 computer,16M RAM,1G hard disk.
Bio-Sensors
Sound board and Video board
CRT or LCD display
Extra disk capacity
Agents
A premise of a wearable computer is that the computer can learn and become customized to the
user's needs, based upon the task the user is involved with. If the user is viewing a document, the
Wearable Computer may suggest an associated email, showing minimal information such as the subject, sender,
date, or what ever information the user would want to view to get a sense as to decide whether the
entire email should be retrieved.
Humans are poor at data retrieval, and a complex hierarchical directory quickly breaks down when the
human user loses the thread of where the item being searched for resides. A computer remembrance agent can
take cues from this environment to assist in locating appropriate files from memory, picking up on
cues like where the user is, is the user alone or with someone , what is the user doing at that time,
etc., all can be used to search and locate appropriate files that may be relevant to the user at
that time. In this manner the computer is a continual presence, always 'looking over the shoulder' of
the user. For example, at a staff meeting the Wearable Computer can assist in remembering names of
attendees, who was at the meeting prior, what they said at that time, what was on the agenda, and also
to suggest topics which might be of relevance to what was going. The computer is always active in searching the
user's own personal data base for information which might prove useful within the context of the current task
the user is performing.
Our emotions play a significant role in our every day life, and up to now, this had been unrepresented within
human computer interfaces. Human vital signs such as blood pressure , temperature, galvanic skin
response, foot pressure and electromyograms can be tracked and monitored through the use of body sensors
connected into the wearable computer. In this manner, the computer becomes physically connected to the
user and can learn to recognize physiological states . By this monitoring of body vital signs and
learning how the user reacts when in different feeling and mood states, the computer
can take action accordingly. For example, if the user likes to hear a certain type of music at
one time and another during a different mood state, the computer can plan on providing this to the user at
the appropriate times.
The affective sensors could also be of assistance in medical monitoring where important health data
might be tracked and reported directly to the userâ„¢s physician. They list four bio-sensors used in a
current prototype affective wearable system: measuring respiration , skin conductivity, blood volume
pressure and electromyogram, all of which the sensors can monitor painlessly from the
surface of the skin. These four sensors are monitored via a Linux operating system, and can be sampled up
to 20 times per second. Affective computing employs its own intelligent agent which can make
decisions based upon analysis of the incoming environmental and physiological sense data.
Applications
Smart Wallet
Worker Training and Worker Support

Handicapped

Future Research

Future research and development issues include the following:
Ergonomic research - best method to utilize components, e.g. - the head set such that it is comfortable and is
helping and not distracting the user from the task. There needs to be more light weight efficient and easily
powered computer apparatus which is comfortable to wear.
In terms of Network using the body as the networks medium, to increase the speed at which they can run also
to increase to bps speed of data transfer .

Conclusion

Lot of research and experiments for practical & tactical use of Wearable Computer are going on
around the world. Several types of Wearable Computerâ„¢s are indeed commercially
available, but as of now most of them are tailor made for specific applications. It is only a
matter of time before the consumer community accepts the idea. The shift that the Wearable Computerâ„¢s will
bring;computer working along with you instead of you working at the computer.Though the wearable has not
seen the widespread acceptance given to the desktop, work continues in this field to meet the
challenges that inhibit its growth. Processors and sensors need to be effectively integrated into textiles; and
displays, whether head or body mounted, need to effective under a wide range of lighting conditions - all
of these must be comfortable to wear
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RE: wearable computers full report - by project topics - 06-04-2010, 11:06 PM

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