By Mehdia Mahmood IT Student, Pakistan. A wearable computer is a computer that is subsumed into the personal space of the user, controlled by the user,

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Presentation transcript:

By Mehdia Mahmood IT Student, Pakistan

A wearable computer is a computer that is subsumed into the personal space of the user, controlled by the user, and has both operational and interactional constancy, i.e. is always on and always accessible. It’s a device that is always with the user, and into which the user can always enter commands and execute a set of such entered commands, and in which the user can do so while walking around or doing other activities. Wearable computer:

The wearable computer is more than just a wristwatch or regular eyeglasses: it has the full functionality of a computer system but in addition to being a fully featured computer, it is also inextricably intertwined with the wearer. It 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.

History In 1960s, cigarette-pack sized analog computer designed to predict “roulette wheels”. In 1970s, the Evolution of Steve Mann’s “WearComp” wearable computer from backpack based systems and a camera-to-tactile vest for the blind, published by C.C. Collins and in the end of “70’s HP-01 algebraic calculator watch” by Hewlett-Packard. In 1980s Steve Mann designed and built a backpack- mounted 6502-based computer to control flash-bulbs, cameras and other photographic systems Wearable Wireless Webcam.

Steve Roberts built Winnebiko-II, a recumbent bicycle. Reflection Technology marketed the Private Eye head- mounted display. In 1990s, Twiddler chording keyboard made by Handykey, Edgar Matias and Mike Ruicci debuted the "wrist computer.“Mik Lamming and Mike Flynn at Xerox EuroPARC, demonstrated the “Forget-Me-Not.” In 2000s, as part of Kevin Warwick's Project Cyborg a necklace made which was electronically linked to nervous system

A framework called Sulawesi has been designed which gives the wearable computer an ability to accept input from any number of modalities, and perform if necessary a translation to any number of modal outputs. This system that has been designed comprises of three distinct parts: Multimodal-multimedia based Input system, gathers raw data from the various sensors Agent based core system, contains a natural language processing module and service agents Proactive and Wearable Output system, decides when and how to render the results from the service agents Architecture

Features  Consistency: There is a constant interaction between the computer and user  Multitasking Wearable Computers provide computational support even when the user hands, eyes, voice and attention is actively engaged with physical environment  Mobility Wearable computers must go where the wearer go.

Examples: Motorolla wearable pc by which one can use his/her cell phone. Twiddler Factoid system  Sixth Sense by Pranav Mistry – a PhD candidate.

Advantages: Portability Hands free use Comfortable Always on the task it is designed Quick to access Fashionable

Disadvantages Equipment can be heavy Expensive Some wearable computers can consist lot of wiring Can cause irritation in heat Side effects such as headache

Some Links: An Article: Examples: computers.html Pranav Mistry References