IJRIT International Journal of Research in Information Technology, Volume 2, Issue 8, August 2014, Pg. 865-869
International Journal of Research in Information Technology (IJRIT)
www.ijrit.com
ISSN 2001-5569
Wearable Computers Nitin Dagar III Semester, Department of Computer Science & Engineering Dronacharya College of Engineering, Gurgaon-123506, India Email:
[email protected] Nitin Yadav III Semester, Department of Computer Science & Engineering Dronacharya College of Engineering, Gurgaon-123506, India Email:
[email protected] Praveen Kilhore III Semester, Department of C
omputer Science & Engineering
Dronacharya College of Engineering, Gurgaon-123506, India Email:
[email protected]
ABSTRACT Wearable computing is transcending the realms of laboratory environments. Increasing applied research in this area is boosting the introduction of wearable computers in a diversity of business and leisure areas. One major challenge is to guarantee that wearable computers are highly customized devices. Experience has shown that the physical properties and features of a wearable computer must be in line with the context of the user and his environment, in order to ensure an optimum on usability and acceptanceWhile the efficient use of context has always been a key issue for the development of context-aware applications in the area of mobile computing, it is of particular interest to wearable computing. This is because of the additional features that wearable computers comprise [1]. Additionally, context is extremely dynamic in wearable computing settings. This paper discusses the usage of context for the specification of wearable computers. Thus, the aim is not only to gain a better understanding of context and its use in the specification process of wearable computers, but also to provide some significant input in formalizing the design approaches for physical user interface design in Human Computer-Interaction
1. INTRODUCTION Wearable computers, also known as body-borne computers or wearables are miniature electronic devices that are worn by the bearer under, with or on top of clothing.[1] This class of wearable technology has been developed for general or special purpose information technologies and media development. Wearable computers are especially useful for applications that require more complex computational support than just hardware coded logics.
Nitin Dagar, IJRIT
865
IJRIT International Journal of Research in Information Technology, Volume 2, Issue 8, August 2014, Pg. 865-869
One of the main features of a wearable computer is consistency. There is a constant interaction between the computer and user, i.e. there is no need to turn the device on or off. Another feature is the ability to multi-task. It is not necessary to stop what you are doing to use the device; it is augmented into all other actions. These devices can be incorporated by the user to act like a prosthetic. It can therefore be an extension of the user’s mind and/or body. Many issues are common to the wearables as with mobile computing, ambient intelligence and ubiquitous computing research communities, including power management and heat dissipation, software architectures, wireless and personal area networks.
2. AREA OF APPLICATIONS In many applications, user's skin, hands, voice, eyes, arms as well as motion or attention are actively engaged as the physical environment. Wearable computer items have been initially developed for and applied with e.g. •
sensory integration, e.g. to help people see better (whether in task-specific applications like camera-based welding helmets or for everyday use like computerized "digital eyeglass") or to help people understand the world better
•
behavioral modelling,
•
health care monitoring systems,
•
service management
•
mobile phones
•
smart phones
•
electronic textiles
•
fashion design
3. MILITARY The potential value of a wearable computer to an infantryman was quickly recognised bymilitary organisations and law enforcement agencies. As well as providing command/control communication and navigation functions, a wearable could give accessto tactical information assisting with distinguishing between friendly and hostile forces,and potentially offering strategies for dealing with dangerous scenarios. Naturally muchof this research has been classified as confidential, however examples of collaborationwith non-military researchers can be found in the United States, Australia. The Quantum3D Expedition uses augmented reality to provide a wearable computing training resource for the military (Quantum3D). Using accurate simulations of fabricatedsituations, including visuals, surround sound, and voice command, the Expedition wearable computer design provides immersive training for the armed services and emergency response workers. As well as being able to reconstruct hazardous situations, it is particularly suited to rehearsal of future missions. Squad level interaction based on a distributed network of individual soldiers all equipped with the Expedition training system is envisaged. With the ability to work within a correlated virtual world, squads will be able to plan missions via the wearable interface, rehearse their course of action prior to the actual training exercise, conduct virtual training exercises while engaging intelligent computer generated forces, and review the action afterwards with unit scoring and performance assessments.
Nitin Dagar, IJRIT
866
IJRIT International Journal of Research in Information Technology, Volume 2, Issue 8, August 2014, Pg. 865-869
4. GOOGLE GLASS AND WATCHES Google Glass is a type of wearable technology with an optical head-mounted display (OHMD). It was developed by Google with the mission of producing a mass-market ubiquitous computer.Google Glass displays information in a smartphone-like hands-free format Wearers communicate with the Internet via natural language voice commandsGoogle Glass was developed by GooGLE, the facility within Google devoted to technological advancements such as driverless cars.Google Glass is smaller and slimmer than previous head-mounted display designs.The Google Glass prototype resembled standard eyeglasses with the lens replaced by a head-up display, In mid-2011, Google engineered a prototype that weighed 8 pounds (3,600 g); it is now lighter than the average pair of sunglasses.
A smartwatch (or smart watch) is a computerized wristwatch with functionality that is enhanced beyond timekeeping. While early models
can
perform
basic
tasks,
such
as calculations, translations,
and game-playing,
modern
smartwatches
are
effectively wearable computers. Many smartwatches run mobile apps, while a smaller number of models run a mobile operating system and function as portable media players, offering playback of FM radio, audio, and video files to the user via a Bluetooth headset. Some smartwatches models, also called watch phones, feature full mobile phone capability, and can make or answer phone calls. Such
devices
may
include
features
such
a camera, accelerometer, thermometer, altimeter, barometer, compass, chronograph,calculator, cell
as
phone, touch
screen, GPS
navigation, Map display, graphical display, speaker, scheduler, watch, SDcards that are recognized as a mass storage device by a computer,
and rechargeable
battery.
It
may
communicate
with
a wireless
headset, heads-up
display, insulin
pump, microphone, modem, or other devices Some also have "sport watch" functionality with activity tracker features (also known as "fitness tracker") as seen in GPS watches made for Training, Diving, and Outdoor sports. Functions may include training programs (such as intervals), Lap times, Nitin Dagar, IJRIT
867
IJRIT International Journal of Research in Information Technology, Volume 2, Issue 8, August 2014, Pg. 865-869
speed display, GPS tracking unit, Route tracking, dive computer, heart rate monitor compatibility, Cadence sensor compatibility, and compatibility with sport transitions (as in triathlons). Like other computers, a smartwatch may collect information from internal or external sensors. It may control, or retrieve data from, other instruments or computers. It may support wireless technologies like Bluetooth, Wi-Fi, and GPS. However, it is possible a "wristwatch computer" may just serve as a front end for a remote system, as in the case of watches utilizing cellular technology or Wi-Fi.
5. HEALTH AND MEDICAL The applications described previously have used position sensing technology to assist in a variety of tasks. The knowledge of where the user is located clearly provides the basis for many wearable designs. Wearables can also be designed to monitor wellfall into our definition of wearable computers. Wearables have the potential to monitor health to assist with improving performance e.g. sports; prevention and detection of illness through diagnosis; and even treatment, though this usually involves some invasive procedure. Examples of treatment by a wearable are insulin pump therapy for diabetics (Doyle et al, 2004) and a brain implant to facilitate communication with speech-incapable patients (Bakay and Kennedy, 1999). More recently health monitoring wearables have become commercially available in the form of the Bodymedia product range (Bodymedia). This is based around an armband design with sensors for detecting movement, heat flux, skin temperature, near- body temperature, and galvanic skin response (see Figure 7.3). Data can be either viewed in real time via a wireless link, or downloaded for analysis using the Internet. Meanwhile academic research continues with health monitoring wearables such as the University of Birmingham's Sensvest for monitoring sports activity (Knight et al, 2005); the WEALTHY Wearable Health Care System which seeks to improve the comfort of wearable systems by integrating sensors with the fabric of the users clothes (Paradiso, 2004); and the GRID enabled system which can display live data, historical data, or perform data mining developed by the University of Nottingham (Crowe et al, 2004).
Nitin Dagar, IJRIT
868
IJRIT International Journal of Research in Information Technology, Volume 2, Issue 8, August 2014, Pg. 865-869
6. CONCLUSION The use of mobile and wearable computers as actual “tools” on the construction site will enable interaction with Smart infrastructure systems in the future .But to reach this goal, we face some challenges that have to be solved this usability and durability of the systems has to be increased , which involves hardware as well software interfaces . Thus ,the design process for the computing systems has to be facilitated to allow domain experts rather than software engineers to design the systems . based on these new systems , we have to incorporate new work patterns and workflows into the constructions process . Furthermore , if more and more immediate information can be collected from the infrastructure , we have to change the way we handle and evaluate this data and the way we use this newly gained information in the design process for the infrastructure itself
7. REFERENCES 1. 2. 3.
4. 5.
6. 7.
8. 9.
10.
11.
12. 13. 14. 15. 16. 17. 18. 19.
Microsoft, (3 August 2011), Dressing for the Future: Microsoft Duo Breaks Through with Wearable Technology Concept, Microsoft News Center Thorp, Edward (October 1998). "The Invention of the First Wearable Computer". Digest of Papers. Second International Symposium on Wearable Computers (Cat. No.98EX215): 4–8. Crowe, J., Hayes-Gill, B., Sumner, M., Barratt, C., Palethorpe, B., Greenhalgh, C., Storz, O., Friday, A., Humble, J., Setchell, C., Randell, C. and Muller, H., Modular sensor architecture for unobtrusive routine clinical diagnosis. In: International Workshop on Smart Applicances and Wearable Computing, (2004). DARPA, Proceedings of the Wearables in 2005 Workshop, www.darpa.mil/MTO/Displays/Wear2005/, (1996). Doyle (Boland) E.A., Weinzimer, S.A., Steffen, A.T., Ahern, J.H., Vincent, M. and Tamborlane, W.V.. A Randomized, Prospective Trial Comparing the Efficacy of Continuous Subcutaneous Insulin Infusion with Multiple Daily Injection Using Insulin Glargine. Diabetes Care, 27, (2004), pp 1554-8. Duchamp, D., Steven, K. F. and Gerald Jr. Q. M., Software Technology for Wireless Mobile Computing, IEEE Network Magazine, 12(18), (1991) p.218.. Enlighted Designs Incorporated, PO Box 231548 Encinitas CA 92023-1548 U.S.A., Feiner, S., MacIntyre, B. and Seligmann, D., Knowledge based augmented reality, Communications of the ACM, 36(7), (1993), pp 53-62. Garner, P., Collins, M., Webster, S.M. and Rose, D.A.D., The application of telepresence in medicine, BT Technology Journal, 15(4), (1997), pp 181-187. General Dynamics C4 Systems, 8201 E. McDowell Road, Scottsdale, AZ 85257, USA, General Dynamics C4 systems product literature, Greenlaw, R., Wessel, I.D., Katevas, N., Andritsos, F., Memos, D., Prentza, A. and Delprato, U., PARREHA – Assistive Technology for Parkinson’s Rehabilitation, 1st Cambridge Workshop on Universal Access and Assistive Technology (2002). Knight, F., Schwirtz, A., Psomadelis, F., Baber, C., Bristow, W. and Arvanitis, N., The design of the SensVest, Personal and Ubiquitous Computing, 9(1), (2005), pp 6-19. Lind, E.J., Jayaraman, S., Rajamanickam, R., Eisler, R. and McKee, T., A sensate liner for personnel monitoring applications, First International Symposium on Wearable Computers, (1997), pp 98-105. Loomis, J.M., Digital map and navigation system for the visually impaired. Unpublished paper, Department of Psychology, University of California, Santa Barbara, (1985). 14 Mann, S., Mediated reality, Technical Report 260, MIT Media Lab, Perceptual Computing Group, (1994). Mann, S., Wearable Computing: A First Step Toward Personal Imaging, Computer, 30 (2), (1997/1) Mann, S., An historical account of the `WearComp' and `WearCam' inventions developed for applications in `Personal Imaging', First International Symposium on Wearable Computers, (1997/2). Paradiso, J., New ways to play: electronic music interfaces, IEEE Spectrum, December (1997). Paradiso, R., Loriga, G. and Taccini, N., Wearable health care system for vital signs monitoring, Mediterranean Conference on Medical and Biological Engineering, (2004). Quantum3D Incorporated, 6330 San Ignacio Avenue, San Jose, CA 95119, USA., Quantum3D product literature, www.quantum3d.com Randell, C. and Muller, H., The shopping jacket: wearable computing for the consumer, Personal Technologies 4(4), (2000), pp 241-244. Randell, C. and Muller, H., The well mannered wearable computer, Personal and Ubiquitous Computing, 6(1), (2002) pp 31-36. Rhodes, B. and Starner, T., Remembrance Agent: A continuously running automated information retrieval system, The Proceedings of The First International Conference on The Practical Application Of Intelligent Agents and Multi Agent Technology (PAAM '96), (1996), pp 487-495.
Nitin Dagar, IJRIT
869