wearable computers full report
#15
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Wearable Computers
Purpose
Computer subsumed into personal space of the user, controlled by the user, and has both operational and interactional constancy
Always on and accessible, body/mind extension
Different from wrist watches, PDAs, wearable radios etc :– they are fully functional computers
Need :- today’s computers are not ‘personal’
A person's "personal" computer should be always available, and interact with the user based on context of the situation
The Early Days
Steve Mann :- Inventor of wearable computer
1st wearable computer built in 1979,during the pre-laptop, early computer era
Barely usable :- Absence of lightweight, rugged and fast processors and display devices
Eyeglass mounted multimedia computer developed during 1980s
Powered by the MIT
Operational Modes
Constancy: The computer runs continuously, and is ‘always ready’ to interact with user.
Augmentation: computer should serve to enlarge the intellect, or enlarge the senses.
Mediation: computer can encapsulate us
Solitude: allow us to block out material entering the encapsulated space
Privacy: allows us to block or modify information leaving the encapsulated space
While units of wearable computing may use mixture of these concepts, augmentation is more general
Attributes
Unmonopolizing of the user's attention :- You can attend to other matters while using the apparatus
Unrestrictive to the user: You can do other things while using it
Observable by the user: Always available. You can use it when you want.
Controllable by the user: You control it. Responsive to the user.
Attentive to the environment: Environmentally aware, multimodal, multi-sensory.
Communicative to others: used as communication medium by the user when required
Properties
Constant: always ready. May have “sleep modes’ but never “dead” .
Personal: human and computer are inextricably intertwined.
Prosthetic: true extension of mind and body.
Private: others can’t observe or control it unless you let them.
Assertive: There can be a barrier to prohibition or to requests by others for removal during times when you wish such a barrier.
Expressive:Acts as a direct communication media or assists communication
Rational Details
Software
Wear Comp OS (WOS) commonly used.
Free and open source softwares and OSes generally used – free and customizable.
Hardware
Head Mount Display (HMD)
Camera
Audio, i.e., speaker and microphone.
Input Device, like keyboard
The computer itself
The network connection
Head Mounted Display (HMD)
Small screen, typically covering one of your eyes.
Works like an ordinary monitor, providing an image floating in the air in front of you.
LCD or TFT technology.
Used to be a real CRT in the old days.
Head Mounted Display (HMD)
Transparent displays allows augmented reality, where virtual information overlaps the real world.
Opaque displays are less sensitive to the background noise.
Present state of the art:- smallest and advanced.
Camera
Any small camera:- ordinary web camera or custom made camera.
Should be placed suitably:-
Head, follows user’s gaze.
Shoulder, more stable.
Input Device
Keyboard
Virtual keyboard using EPT.
Chording keyboard
FrogPad.
Arm Strapped Keyboard
Mouse
Wearable fingertip mouse
Input Device
Gestures
The Gesture pendant
Uses hand movement for controlling household devices.
Uses fingers for dialing numbers
Voice recognition
Suitable at times, but not as a generic solution for everything.
Multi-modal interfaces
Combining several types of input e.g. voice and gestures.
Complex to design an efficient multi-modal interface
The Computer Itself
Heart and brain of the wearable
Anything small but powerful enough.
PC-104 was the first of the kind, developed in 1987.
Xybernaut Corporation provides wearable/mobile computing hardware, software and services
Giant in the field.
Produces Atigo tablet PC, Poma wearable computer, and the MA-V (Mobile Assistant) wearable computer.
Network connection
Benefits of having a network
Access to the Internet.
Communication.
Wireless network connection used:- reduces additional burden of wiring
Bluetooth, IR, GPRS or UMTS (3G) connections are commonly used.
Powering the Wearable
Power is a significant problem in the current state of wearable computer development.
All the devices used consume power.
Batteries used in the past and in present :- they never last enough
Burden of recharging after use.
Typical power consumption ~ 5W
Powering the Wearable
Examples of human power availability
Body heat, 0.6 – 4.8W (wetsuit clothes)
Breath, 0.4 – 2.5W (pressure mask)
Blood pressure, 0.2W (turbine)
Limb motion, 0.3 – 1.5W (pulleys)
Finger motion, 0.019W (keyboard typing)
Walking, 5 – 8W (shoe generator)
Power generated while walking could be harnessed to power the wearable.
technique is in budding phase now .
Batteries of the Wearable
Low cost batteries (early versions)
lead acid batteries
two 12 Volt batteries required for constant applications
Inexpensive but bulky
High performance batteries (now used)
Li-Ion batteries used
minimum of four batteries is required
Voltage Regulator needed
to keep the voltage of Li-Ion batteries constant
Various components of the wearable require different voltage
Interconnecting Gadgets
Connecting with wires :- cumbersome
Wireless :- comfortable, but easier to eavesdrop on.
Solution:- Integrate into the special clothes weaved using special fabric that have electrical conductive paths in it.
Silk Organza developed by MIT conducts electricity.
It consists of two types of fibers
First fibers is an ordinary silk thread
Second is a copper foil wrapped silk thread.
Copper foil gives conductive properties.
Interconnecting Gadgets
Metallic yarn prepared using silk organza.
This yarn can be sewn or embroidered.
A strip of the fabric would basically function like a ribbon of cable
Insulating material used to coat the fabric to avoid short-circuits.
Interconnecting Gadgets
Fabric is cut into suitable shape,.
Electronic components, like resistors, capacitors and coils are directly sewn to the fabric.
Other electronic devices can be snapped into the fabric by using some kind of gripper snaps, which pierce the yarn to create an electrical contact.
These devices can then easily removed in order to clean the fabric.
Real Life Applications
Augmented reality (AR)
Term for a live direct or indirect view of a physical real-world environment whose elements are merged with virtual, computer generated images, creating a mixed reality.
Achieved by using HMD
MediWear
It closely monitors the wearer's body functions and the moment that any one of them becomes critical, the pre-defined medical unit is notified remotely.
Real Life Applications
Smart shoes
Inside the shoes there is an array of transducers that picks up the impact upon the ground.
Pass to the network the user’s speed and information about the terrain
Safety net
Groups of individuals connected together wirelessly creating a virtual small-town global neighborhood
aims to reduce crime.
Military Applications
Smart shirt
Used to find the exact location of a bullet wound
Capabilities
Portable, flexible, always accessible, private, convenient, fashionable.
Enhanced communication.
Used to recognize a person in a high alerted area such as an airport.
Unlikely to be dropped or lost .
Able to use wearable computers to complete daily tasks such as a computer which tracks the movements and habits of a person.
Can be used by surgeons (attached to their arms), this can save time as the surgeons can look at the wearable for information, this will help improve the efficiency of an operation.
Limitations
Constraints of any wireless network
Limited bandwidth.
Security.
Reliability – subject to interference.
Speed - ~ 1-108 Mbit/s, reasonably slow.
can cause interference in other devices.
Other tough issues
Technical - HMD screen still low resolution, no seamless mechanism for I/O.
Social - privacy and security.
Economical – market still small, high cost
Political - access rights and spectrum ownership.
Conclusion
Wearables today
technology does not allow anyone to carry enough computing power on oneself.
uncommon, expensive, advanced wearables are very difficult to use.
Conventional interaction devices like keyboard that degrade performance are used.
Wearables tomorrow
Integrate user’s information with his/her work environment.
User-friendly, smaller, lighter, smarter.
Seamless I/O.
One can wear without it even being noticed.
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RE: wearable computers full report - by seminar class - 09-05-2011, 03:35 PM

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