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Wearable Computers
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Overview Purpose
The early days
Technology discussion
Gadget requirements
Real life applications Capabilities and limitations
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Purpose Computer subsumed into personal space of the user,
controlled by the user, and has both operational andinteractional constancy
Always on and accessible, body/mind extension Different from wrist watches, PDAs, wearable radios
etc : they are fully functional computers
Need :- todays computers are not personal
A person's "personal" computer should be alwaysavailable, and interact with the user based on contextof the situation
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The Early Days Steve Mann :- Inventor of
wearable computer
1st wearable computer built in
1979,during the pre-laptop, earlycomputer era
Barely usable :- Absence oflightweight, rugged and fast
processors and display devices Eyeglass mounted multimedia
computer developed during1980s
Powered by the MIT
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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 theencapsulated space
Privacy: allows us to block or modify information leaving theencapsulated space
While units of wearable computing may use mixtureof these concepts, augmentation is more general
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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: Environmentallyaware, multimodal, multi-sensory.
Communicative to others:used as communicationmedium by the user when required
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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 cant 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 whenyou wish such a barrier.
Expressive:Acts as a direct communication media orassists communication
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Rational Details Software
Wear Comp OS (WOS) commonlyused.
Free and open source softwares and
OSes generally used free andcustomizable.
Hardware
1) Head Mount Display (HMD)2) Camera
3) Audio, i.e., speaker andmicrophone.4) Input Device, like keyboard5) The computer itself6) The network connection
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Head Mounted Display (HMD) Small screen, typically
covering one of youreyes.
Works like an ordinarymonitor, providing animage floating in the airin front of you.
LCD or TFT technology.
Used to be a real CRT inthe old days.
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Head Mounted Display (HMD) Transparent displays
allows augmentedreality, where virtual
information overlaps thereal world.
Opaque displays areless sensitive to thebackground noise.
Present state of theart:- smallest andadvanced.
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Camera Any small camera:-
ordinary web camera orcustom made camera.
Should be placedsuitably:-
Head, follows usersgaze.
Shoulder, morestable.
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Input Device Keyboard
Virtual keyboard using EPT.
Chording keyboard
FrogPad.
Arm Strapped Keyboard
Mouse Wearable fingertip mouse
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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 andgestures.
Complex to design an efficient multi-modal interface
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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.
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Network connection
Benefits of having anetwork
Access to the Internet.
Communication.
Wireless network connectionused:- reduces additionalburden of wiring
Bluetooth, IR, GPRS orUMTS (3G) connections arecommonly used.
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Powering the Wearable
Power is a significant problem inthe current state of wearablecomputer development.
All the devices used consumepower.
Batteries used in the past and inpresent :- they never last enough
Burden of recharging after use.
Typical power consumption ~ 5W
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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 harnessedto power the wearable.
technique is in budding phase now .
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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 differentvoltage
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Interconnecting Gadgets
Connecting with wires :- cumbersome Wireless :- comfortable, but easier to eavesdrop
on.
Solution:- Integrate into the special clothesweaved using special fabric that have electricalconductive paths in it.
Silk Organza developed by MIT conductselectricity.
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.
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Interconnecting Gadgets
Metallic yarn preparedusing silk organza.
This yarn can be sewn orembroidered.
A strip of the fabric wouldbasically function like aribbon of cable
Insulating material used tocoat the fabric to avoidshort-circuits.
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Interconnecting Gadgets
Fabric is cut into suitableshape,.
Electronic components, like
resistors, capacitors and coilsare directly sewn to the fabric. Other electronic devices can be
snapped into the fabric byusing some kind of grippersnaps, which pierce the yarn tocreate an electrical contact.
These devices can then easilyremoved in order to clean thefabric.
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Real Life Applications
Augmented reality (AR) Term for a live direct or indirect view
of a physical real-world environment
whose elements are merged withvirtual, computer generated images,creating a mixed reality.
Achieved by using HMD
MediWear
It closely monitors the wearer's bodyfunctions and the moment that anyone of them becomes critical, the pre-defined medical unit is notifiedremotely.
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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 users speed and informationabout 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
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Capabilities
Portable, flexible, always accessible, private,convenient, fashionable.
Enhanced communication.
Used to recognize a person in a high alerted areasuch 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 thewearable for information, this will help improve theefficiency of an operation.
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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.
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Conclusion
Wearables today technology does not allow anyone to carry enough
computing power on oneself.
uncommon, expensive, advanced wearables are very difficultto use.
Conventional interaction devices like keyboard that degradeperformance are used.
Wearables tomorrow
Integrate users 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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Thank You