computer clothing
#2
[attachment=10400]
ABSTRACT
There is a major movement going on in the electronics and computer industries to develop wearable devices for what’s being called Post-PC era. We are now at the dawn of that era and some of these devices are already making their way to the consumer market .Computerized clothes will be the next step in making computers and devices portable without having to strap electronics into our body. These digital clothes will able to perform some of the PC functions. These devices are small in size and portable. This apparel can be used to read our heart rate and breathing. The LED monitors could even be integrated into this apparel to display text and images.
1.INTRODUCTION
Wearable computer comprises of a computer built within an ordinary clothing. This transformation allows it to be worn constantly, with the goal of becoming a seamless extension of body and mind. Equipped with various sensors which measure heart rate, respiration, footstep rate etc, the apparatus can function as a personal safety device for reducing crime, as well as personal health monitor for improving health care by encouraging individuals to take an active role in diagnosis and body maintenance. The ‘wearable computer’ apparatus is embedded within nontransparent clothing which provides shielding. Electronic circuits are built entirely out of textiles to distribute data and power and perform touch sensing. These circuits are passive components sewn from conductive yarns as well as conventional components to create interactive electronic devices, such as musical keyboards and graphic input surfaces.
2.DISCUSSION
OPERATIONAL MODES
There are three operational modes in this new interaction between human and computer.
Constancy : The computer runs continuously, and is “ always ready to interact with the user. Unlike hand-held device, laptop computer, or PDA, it does not need to be opened up and turned on prior to use. The signal flow from human to computer, and computer to human, runs continuously to provide a constant user interface.
Augmentation: Traditional computing paradigms are based on the notion that computing is the primary task. Wearable computing, however, is based on the notion that computing is NOT the primary task. The assumption of wearable computing is that the user will be doing something else at the same time as doing the computing. Thus the computer should serve to augment the intellect, or augment the senses.
Mediation: Unlike hand held devices, laptop computers, and PDAs, the wearable computer can encapsulate us. It doesn’t necessarily need to completely enclose us, but the concept allows for a greater degree of encapsulation than traditional portable computers. There are two aspects to this encapsulation:
Solitude: It can function as an information filter, and allow us to block out material we might not wish to experience, whether it be offensive advertising, or simply a desire to replace existing media with different media. In less severe manifestations, it may simply allow us to alter our perception of reality in a very mild sort of way.
Privacy: Mediation allows us to block or modify information leaving the encapsulated space. In the same way that ordinary clothing prevents others from seeing our naked bodies, the wearable computer may , for example, serve as an intermediary for interacting with untrusted systems, such as third party digital anonymous cash “cyber wallets” .
ATTRIBUTES
There are six informational flow paths associated with this new human-machine synergy. The signal flow paths are, in fact, attributes of wearable computing, and are described , that follows, from the human’s point of view:
UNMONOPOLIZING of the user’s attention: it does not cut you off from the outside world like a virtual reality game or the like. You can attend to other matters while using the apparatus. It is built with the assumption that computing will be secondary activity, rather than a primary focus of attention. In fact, ideally, it will provide enhanced sensory capabilities. It may , however , mediate (augment , alter, or deliberately diminish) the sensory capabilities.
UNRESTRICTIVE to the user: ambulatory, mobile, roving, “you can do other things while using it”,e.g. You can type while jogging, etc
OBSERVABLE by the user: It can get your attention continuously if you want it to. Almost always observable: within reasonable limitations (e.g. that you might not see the screen while you blink or look away momentarily ) the output medium is constantly perceptible by the wearer.
CONTROLLABLE by the user: Responsive. You can grab control of it at any time you wish. Even in automated processes you can manually override to break open the control loop and become part of the loop at any time you want to (example: “a big Halt button you want as an application mindlessly opens all 50 documents that were highlighted when you accidentally pressed “Enter” would make a computer more
CONTROLLABLE. Infinitely-often-controllable: the constancy of user-interface results from almost-always observability and infinitely-often controllability in the sense that there is always a potential for manual override which need not be always exercised.
ATTENTIVE to the environment: Environmentally aware, multimodal, multisensory.(As a result this ultimately gives the user increased situational awareness).
COMMUNICATIVE to others: Can be used as a communications medium when you want it to. Expressive: allows the wearable to be expressive through the medium, whether as a direct communications medium to others, or as means of assisting the production of expressive media (artistic or otherwise).
Followed by the above six properties is that it must also be:
CONSTANT: Always ready. May have “sleep modes” but never “dead”. Unlike a laptop computer which must be opened up, switched on, and booted up before use, it is always on and always running.
PERSONAL: Human and computer are inextricably intertwined.
PROSTHETIC: You can adapt to it so that it acts as a true extension of mind and body; after time you forget that you are wearing it.
ASSERTIVE: can have barrier to prohibition or to requests by others for removal during times when you wish such a barrier. This is contrast to laptop computer in briefcase or bag that could be separated from you by a “please give all bags and briefcases at the counter” policy of a department store, library, or similar establishment.
PRIVATE: others can’t observe or control it unless you let them. Others can’t determine system status unless you want them to, e.g. clerk at refund counter in department store where photography is prohibited can’t tell whether or not you are transmitting wireless video to a spouse for remote advice, in contrast to camcorder technology where it is obvious you are taking a picture when you hold it up to your eye.
Reply

Important Note..!

If you are not satisfied with above reply ,..Please

ASK HERE

So that we will collect data for you and will made reply to the request....OR try below "QUICK REPLY" box to add a reply to this page
Popular Searches: punta cana biome, xamax clothing, p3p comp, e clothing companies, ordinary resurrections, quilt, computerized clothing,

[-]
Quick Reply
Message
Type your reply to this message here.

Image Verification
Please enter the text contained within the image into the text box below it. This process is used to prevent automated spam bots.
Image Verification
(case insensitive)

Messages In This Thread
computer clothing - by electrical engineering - 29-12-2009, 01:39 PM
RE: computer clothing - by seminar class - 17-03-2011, 12:55 PM
RE: computer clothing - by seminar class - 02-04-2011, 11:32 AM
RE: computer clothing - by nwochi azubuike - 13-04-2011, 04:21 PM

Possibly Related Threads...
Thread Author Replies Views Last Post
  NANOTECHNOLOGY FOR BETTER EFFICIENCY IN COMPUTER CHIPS seminar class 0 1,904 21-03-2011, 04:58 PM
Last Post: seminar class
  Computer Aided Process Planning computer science crazy 0 2,307 21-09-2008, 10:10 AM
Last Post: computer science crazy

Forum Jump: