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6 Wearable Computing

Wearable technology refers to devices that can be worn by consumers, often tracking health and fitness information, with significant investments from major tech companies. The document outlines the characteristics, history, and challenges of wearable computing, including battery life, size, style, and added value compared to smartphones. It also discusses various applications and classifications of wearable devices, highlighting their potential in healthcare and activity monitoring.

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0% found this document useful (0 votes)
9 views43 pages

6 Wearable Computing

Wearable technology refers to devices that can be worn by consumers, often tracking health and fitness information, with significant investments from major tech companies. The document outlines the characteristics, history, and challenges of wearable computing, including battery life, size, style, and added value compared to smartphones. It also discusses various applications and classifications of wearable devices, highlighting their potential in healthcare and activity monitoring.

Uploaded by

ilmamhf643
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© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Intelligent Technologies

CCE60312
WEARABLE COMPUTING

Embedding Determination and Innovation in Tradition 1


Business
• In 2013, investors poured $458 million into 49 wearable company deal

• Major tech companies like Apple, Google, Samsung and Intel investing
heavily in wearables, with non-tech giants like Nike, Under Armour,
Adidas, lululemon etc.
WHAT ARE WEARABLE TECHNOLOGIES??
• Wearable technology (also called wearable gadgets) is a category
of technology devices that can be worn by a consumer and often
include tracking information related to health and fitness.

Definition:
“…fully functional, self-powered, self-contained
computer that is worn on the body… [and]
provides access to information, and interaction
with information, anywhere and at any time.”
(Barfield & Caudell 2001, p.6, cited by Viseu
2003)
Another definition …
▪ A small portable computer that is designed to be worn on the body
during use.

▪ In this, wearable computers differ from PDAs, which are designed


for hand-held 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.

▪ They may also be integrated into


everyday objects that are
constantly worn on the body, like
a wrist watch or a hands-free cell
phone.
What is wearable computing?

• Rhodes:
• provide portability during operation;
• enable hands-free or hands-limited use;
• can attract the user’s attention, even when not in active use;
• can run continuously;
• and attempt to sense the user’s current context.

• Kortuem et al.:
• augmented reality
• “the user interface technique that allows focusing the user’s attention
and presenting information in an unobtrusive, context-dependent
manner.”
• Mann:
• constant and always ready,
• unrestrictive, not monopolizing of user attention,
• observable and controllable by the user,
• attentive to the environment,
• useful as a communication tool, and personal.
Wearable computers common characteristics
1. components distributed in clothes and over the user‘s body
-smart shirt, smart trousers etc.
2. hands free, intuitive user interface
-speech and gesture recognition
3. augmenting user‘s view of the environment
-data displayed in head mounted see through display
4. extending user‘s senses
-e.g. infrared and sonar images overlaid over the real world
5. aware of the environment
6. always on and acting on behalf of the user (proactive)
History: Steve Mann
▪ “Father” of wearable computing.
▪ 1970s, pre-laptop, early computer
era.
▪ Building computers he could wear
▪ 1991: Started the ”Wearable
Computing Project” at MIT.
History: Steve Mann
1. Introduction 2017 Fall CS2310 Seminar

❑ The Development of Wearable Devices


2007 Fitbit Company was founded
2013 Google launched Google glass
1975 First wrist Apple, Samsung, Sony and other
calculator was companies…
invented

1966 First wearable


device was invented Great improvement of
wearable devices…

1960 1970 1980 … 21C

❑ The Classification Standards for Wearable Devices

Forms Functions

• Head-mounted (glass, helmet..) • Healthy living (sports wrist band, smart


• Body-dressed (coat, underwear, bracelet..)
trousers..) • Information consulting (smart glass,
• Hand-worn (watch, bracelet, gloves..) smart watch..)
• Foot-worn (shoes, socks..)
Why use Wearables?

▪ They are wearable!


– Always with you, not as easily forgotten.
▪ Instant access, information anywhere.
– Laptop requires time to prepare for use.
– PDA requires use of both your hands.
▪ Wearables can become a part of you.
2017 Fall CS2310 Seminar

❑ Objectives for wearable operating systems Operating


1) Convenience : for users to use System
2) Effectiveness : be managed more effectively
and take advantage of resources like hardware,
software and data of wearable devices
3) Scalability : permit new system functions to be developed,
tested and included
4) Openness : support integrated and collaborative network
work of different manufacturers and devices so that it can
achieve the portability and interoperability of applications
5) Multi-tasking : run multiple applications concurrently
Wearable Computer common Input Device
▪ speech recognizer
▪ eye trackers
▪ head trackers
▪ gesturing
▪ bar code reader
▪ video capture devices, microphones, GPS locators
▪ other exotic devices such as skin sensors
▪ keyboard alternative including chording keyboards and special purpose
keyboards
▪ mouse alternatives including trackballs, joysticks
Wearable Computer common Output Device

▪ head mounted displays (HMDs)


▪ flat panels
▪ text to speech
▪ …

The most appropriate output device to be


used with wearable computers again depends
on the task to be performed
Wearable versus mobile computing
Focus on the interaction of user - system - environment
real real real
user 100 %
world world world

95%

user user
wearable
<5% system

mobile mobile
system system Wearable Computing allows the user to
simultaneously interact with the system and the
environment.
There is also direct interaction between the system
Interaction mode change and the environment as well as the possibility of
the system mediating the interaction between the
user and the environment.
Wearable
computer
• challenges
1. Battery
▪ Battery Life -- By far, the biggest problem for most wearable
devices is the limited battery life.
▪ Google Glass' battery can run down in as little as 1.5 to 2
hours if you're shooting a lot of videoes
▪ A short battery life is always an issue in tech and this problem
becomes more acute with a wearable device. If consumers
have to take off their watch or glasses more than once a day
to charge it, that's going to limit how often they're willing to
use it.
▪ In order for wearable tech to take off, we need to see some
real innovation in battery design
2017 Fall CS2310 Seminar

Wearable devices can only The large amount of energy Energy


use battery, rather than consumption for devices can Consump
stationary power. produce great heat. tion

Energy consumption management is an essential issue.

❑ The control of energy consumption at each application layer


1) Reduce hardware electricity consumption through
reasonable invoke of system APIs.
2) Create adaptive energy-sensitive applications to adjust
automatically energy usage.
3) Adopt load-balancing method to transfer complex calculation
to the mobile terminal via wireless communication network.
2. Size
▪ One side effect of adding in these advanced new features into
watches and eyeglasses is that they need extra hardware to
carry them out.
▪ Manufacturers have to figure out a way to either overcome the
larger size with better aesthetics or to reduce the size of these
hardware components..... these products are bigger and
chunkier than their normal counterparts -- and that's going to
be a turn-off for an average consumer.
3. The Fashionable Factor
▪ Unlike other computerized products, 'style' is a critical factor
when it comes to wearable tech.
▪ Since these products are essentially accessories, they have to
look like it
4. Added Value
▪ Compared to a smartphone a smart watch has:
1) a smaller screen
2) poor resolution quality
3) doesn't run as fast
4) can't do as much
5) is a pain to charge.

▪ The only benefit of owning a smart watch is that you don't


have to take your phone out of your pocket to get
important information.
▪ At some point down the road, it is expected to see brilliant
new features incorporated into these devices -- but for
now, it's just not there yet.
Wearables
discussed in
Research
Papers
New Wearables – New Applications

• BodyScope: A Wearable Acoustic Sensor for Activity Recognition (UbiComp 2012)


New Wearables – New Applications

• An Amulet for Trustworthy Wearable mHealth (HotMobile 2012)


Detecting Cocaine Usage through Wearable ECG Sensor (
UbiComp 2013)
New Wearables – New Applications

• Wearable Device for Visualizing Knee Rehabilitation Exercises (CHI


2013)
Classification of Wearable Devices (Function Wise)

• Life Logger
• Gesture Recognizers
• Entertainer
• Video
• Gaming
• Assistant
• For Creative Jobs
• For Emergency Jobs
Activity Tracking/Monitoring
▪ Calorie Used (Wireless Health ‘13 paper used to guess correctly with
accelerometer)
▪ Sleep Pattern
▪ Steps walked
▪ Detecting Eye Contact using Wearable Eye-Tracking Glasses
(UbiComp 2012)
▪ Wearable Activity Recognition for Dogs!! (UbiComp 2013)
Healthcare

• Monitors different vitals of users and help them to take


informed decisions.
• Calory Count using multi-modal Wearable Sensors (Wireless Health
’12, Hail Kalnatarian et. al.)
• SpiroSmart: Using a Microphone to Measure Lung Function on a
Mobile Phone (UbiComp 2012)
• Emergency Patient observation and immediate healthcare
notification.
• Cognitive Assistance through Wearables (Offloading through
Cloudlets) [Kiryong Ha et. al.]
Assistant to the special people
▪ Geometric Layout Analysis in a Wearable Reading Device for the
Blind and Visually Impaired (MobiCase 13)
▪ Parent-Driven Wearable Cameras for Autism Support, CMU,
UbiComp poster
▪ A Smartphone-Based Obstacle Detection and Classification System
for Assisting Visually Impaired People (CVF, ICCV 2013)
Google Glass (Smart Glasses)
Jawbone (Activity Monitor)
Fitbit (Fitness Tracker)
Pebble (Smart Wrist Watch)
FootLogger (Shoe Sole for Fitness
Sensoria (Smart Socks) Tracking)
Gesture Recognizing

▪ Free from Gesture used for authentication (MobiSys 2014 –


MPI,Rutgers)
▪ Identifying Emotions Expressed by Mobile Users through 2D Surface
and 3D Motion Gestures (UbiComp 2012)
▪ Unobtrusively Wearable Sensor Suite for Inferring the Onset,
Causality, and Consequences of Stress in the Field (Sensys 2013)
Myo (Muscle Activity Tracker)
FootLogger (Shoe Sole for Fitness
Tracking)
Fin (Another Smart Ring)

Ring GINA
(MobiCase 2013) for
3D gestures
Military
Narrative Clip (First Person Camera)
Kapture (Autonomic Audio Capture)
Ada Pertanyaan ?

Embedding Determination and Innovation in Tradition 42


Embedding Determination and Innovation in Tradition 43

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